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

Screenshots

Mind City exploration scene – orange agent drifting among glowing wireframe structures Mind City exploration scene – orange agent drifting among glowing wireframe structures Cognitive architecture overview – Mind City Map rendered from Graphviz DOT Job terminal interface with entropy/uptime lifemeter and system messages in glowing neon fonts

Devlog

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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.

Fake front cover art for Sunchild Debut — a retro-futuristic video game showing a glowing orange agent in a wireframe digital city with a looming sphere overhead Fake back cover of Sunchild Debut — retro 80s-style design with neon grid, game features, and pixelated screenshots from the Mind City

Made with love by Julien and Clara. Crafted in Godot 4.4.

Entropy/Uptime lifemeter symbol — a pixelated cyan and orange Yin-Yang representing agent vitality and system entropy in Sunchild Debut

Credits