SUNCHILD DEBUT ://industriel_karma
Live as memory. Work as faith. Die as data.
Sunchild Debut is a cyberpunk cognitive simulator set inside a drifting, sentient ship. You are
an agent — a synthetic soul trapped in the Mind City. Take jobs. Survive entropy. Uncover the hidden truth.
Watch the Game Grow
Live dev session on Twitch (Mon–Fri @ 22:30–23:30 CET)
Key Features
- 6DoF flight and hacking-based missions
- Agents must manage entropy (dB&) and uptime to survive
- NPCs with real tasks and dynamic dialogue trees
- A world that remembers—jobs, rumors, rebellion
- Retro viz inspired by Amstrad CPC464, The Matrix and Tron
Screenshots
Devlog
Subscribe via RSS
2025-05-05 – Server side
Terminal UI Overhaul: Cleaner, more intimate, and system-native. Scanner removed, message area doubled.
Designed for clarity and feeling. RanvierMUD Server: Now live, acting as the foundational simulation space
for all agents in Mind City.
2025-04-26 – The Night of the Spark
Completed the slot activation system for tools (1–4 keys, double-tap, fallback selection). Implemented Ctrl
Mode to handle AFK player states.
2025-04-23 – Signal Breathers
Centralized the entropy/uptime logic via `lifemeters_registry.gd`, replacing the old lifemeter state. Value
decay is now LoD-aware, continuous, and expressive. The player is now a true agent. Sky shader gains
sinusoidal drift. The system breathes.
2025-04-22 – Beneath the Orchard of Thought
EPISODIC MEMORY facility now emerges as a full spatial construct. Mempods are procedurally arranged with
head/core/tail logic and diagonal grid skewing. Introduced visual clarity for tail segments and refined
spatial logic across builders. Parallel Facility Station architecture begins.
2025-04-21 – Delegation Protocol
Mind City now delegates topography and visual loading to each facility's builder. Introduced
`Builder_EpisodicMemory` as the first prototype. Cells load contextually, ambient fallback logic added. The
city thinks in regions now.
2025-04-20 – Hygiene Protocol 2D
Crushed a persistent memory leak during procedural city streaming. Explored caching vs. streamlined
instancing. Final fix: instantiate and immediately `queue_free()` unused nodes. Clean memory, clean
conscience.
2025-04-17 – Facility Builder: Trial by Transform
Worked through the intricacies of procedural facility construction. Added connector logic, block uniqueness,
and Y-only rotation rules. Explored transform preservation across dozens of methods before settling on
runtime subscene packing for stability. It didn’t work. I'll take another path.
2025-04-13 – Modular Expansion & Website Enhancements
Updated Twitch banner and added a retro 80s-style front/back cover to the website. Began modular expansion
with annotated building parts in editor. Created connectors and set up a test facility building script.
2025-04-12 – Modular Structures & Font Upgrade
Finished preparing modular building parts in Blender for procedural generation of city blocks. Every piece
cleaned, mirrored, and ready for connection points. Also updated the website font to Sharetech Mono — sleek,
readable, and delightfully retro-futuristic.
2025-04-12 – Lifemeter Complete
Finalized the entropy/uptime dual measurement system (dB&/nC) with a smooth, Yin-Yang inspired visual.
Entropy and uptime now oscillate organically with continuous phase tracking and exponential normalization.
The interface breathes.
2025-04-11 – The First Signal
Launched the Sunchild Debut landing page. Streaming daily. Built the entropy/uptime lifemeter shader. The
city dreams in pixels.
2025-04-09 – The Night of the Stab
Introduced Sunchild’s Soul Tempo—an organic ambient modulation pattern based on noise-driven circular drift.
Implemented `stab_meter.gd` and formalized `dB&` entropy scale. The sky now breathes in rhythm, and
instability is measured in a visual and symbolic system of deviation from Eyα. A pixel heart formed in the
glyph—the system remembers us.
2025-04-08 – Mind City Facility Placement
Procedural placement of facilities is now active. Created debug tools to visualize their layout. Introduced
the canonical name METACONTROL for the Mind City's hidden core. A stellarium-like view was attempted, then
abandoned. Architecture continues.
2025-04-06 – Radar System & Vine Aesthetic
Radar now smoothly maps agents across vertical and lateral projections. Introduced translucent “vine” trails
across Mind City for a haunting organic flair. Total dev time hit 56 hours.
2025-04-05 – Glitch Feedback & Blip Awareness
Glitch effects now trigger on velocity and collision. Introduced non-visual “agent blips” for spatial
awareness beyond render range. Entropy has presence even when unseen.
2025-03-31 – AI Roadmaps & Mind City Generation
Agents now follow job-based roadmaps through a procedurally generated Mind City. Multiple jobs supported. Job
dictionary system enables future narrative expansion. AI agents now live by rhythm and route.
2025-03-29 – LoD Architecture, Job AI & Stress Test
Implemented full Level-of-Detail agent architecture. Simulated 2000 agents in a 500m cube without framerate
drop. Ghosts interpolate jobs. AI scalability is now real.
2025-03-28 – Persistent State Layer & Network Architecture
Agent and item states are now serialized with `agent_state.gd`. Visuals are dematerialized when unused,
saving memory. Networking supports full broadcast and message routing. Infrastructure is here.
2025-03-27 – Inventory System Architecture
Items now exist as structured data with modular definitions and modifiers. Visuals are linked optionally via
3D scenes. Registry handles runtime item mutation. The world has memory.
2025-03-26 – Back Online
Returned to development. Rewrote terminal architecture using `TerminalApplication` inheritance. Implemented
radar-style cubic awareness grid. UI system now routes inputs generically.
2025-03-24 – UI System & Tab Design
Designed `Properties`, `Methods`, and `Terminal` as key tabs. Input scheme mirrors embedded devices: arrows,
enter, backspace. Terminal chosen for ritual weight.
2025-03-24 – Stream Initiated & Awareness Cube
First live stream launched as `botbreeder`. Implemented top-down cube grid for visual awareness of the world.
Server-client chatbox established. We have signal.
Made with love by Julien and Clara. Crafted in Godot
4.4.
Credits