Mach6 was actually developed based on my friend’s Mach10 package here: https://github.com/LeanAndMean/mach10
His is much more extensive really, I wanted something simpler that suits my own preferences a bit more.
Mach6 was actually developed based on my friend’s Mach10 package here: https://github.com/LeanAndMean/mach10
His is much more extensive really, I wanted something simpler that suits my own preferences a bit more.
Wow! Small world indeed, this is a really great review/comment :).
Regarding a fork and PR: absolutely it’s welcome! I recommend people to use the mach6 skill or something similar, with a git focus, to make collaboration a bit easier. Definitely should make a CONTRIBUTORS.md to clarify it, but yes contributions welcome.
Thanks for the tip on gdunit! Definitely going to be integrating this into the workflow! Something like this was badly missing for sure.
My biggest win actually came from rebuilding with Tracy profiler support. Turns out you can hand over the trace logs and it helps with performance optimization to an absurd degree. Before that, I had such a trash framerate, especially on the web lol.
Good luck to you too, and let’s stay in touch haha
The Backrooms now have doors. Lots and lots of doors. 30% of eligible hallway tiles spawn doors. They open when you walk into them. They close behind you. They never spawn adjacent to each other (a door has standards).
can_execute() is now a pure check with no side effects (door toggling moved to execute())A full-screen map overlay with three panels:
Selecting “Go To” on a marker closes the overlay and auto-explores directly to the marker position. Unlike normal auto-explore, goto navigation ignores items and vending machines — it goes straight to the target. If the marker is in an unloaded chunk, the system uses intermediate waypoints to navigate there as chunks load. Enemies, damage, and HP/sanity thresholds still stop navigation.
| Input | Gamepad | Mouse + Keyboard | |—––|———|—————–| | Open/Close | X button | X key | | Close | B / Start | ESC / MMB | | Navigate | Left stick | Mouse / Arrow keys | | Select | A | Click / Enter | | Zoom | D-Pad L/R | Arrow L/R / Mouse wheel |
Entity examination was showing “Unknown” / “[DATA EXPUNGED]” in exported builds (web, linux, windows) instead of actual names and descriptions. This is now fixed — examining walls, enemies, and objects works correctly again.
This was a latent bug introduced in v0.8.2’s codex improvements, where a compile-time const reference couldn’t be resolved by Godot’s bytecode compiler in export builds.
The minimap now runs 10x faster during exploration. Instead of redrawing the entire map every turn, it smartly updates only the new tiles you can see. Auto-explore is buttery smooth now.
No more black patches on the minimap when you first load into a level — the map renders correctly from the very first frame.
Previously, only auto-explore would uncover the minimap as you moved. Now walking manually reveals tiles around you the same way auto-explore does.
deep_yellow_v0.8.1_windows.tar.gzdeep_yellow_v0.8.1_linux.tar.gzdeep_yellow_v0.8.1_web.tar.gz (also playable on itch.io)Hold Y to automatically navigate the Backrooms. Your character will path toward unexplored areas, stopping when enemies appear, you take damage, your HP or sanity drops low, or you spot items and stairs. Press any key to cancel. Vending machines and items you’ve already passed on won’t interrupt you again.
As corruption rises in the deeper levels, you’ll start finding glitched-out items with visible distortion effects. These corrupted items carry debuffs — stat drains, HP/sanity decay per turn, damage penalties, or increased mana costs. The tradeoff: they still give their normal bonuses too. You can toggle them off if the cost gets too high. Combining two corrupted items merges their debuffs, so stacking gets risky. Debuffs scale with both item level and world corruption, meaning that innocent-looking item you picked up early gets nastier as you go deeper.
Movement between tiles now uses smooth tweening instead of instant teleportation. The game still plays turn-by-turn — it just looks better.
Play in browser or download for Windows/Linux at aebrer.itch.io/deep-yellow
backrooms-power-crawl to deep-yellowdeep_yellow_* instead of bpc_*web_deployment/ directorydeep_yellow_v0.7.1_linux.tar.gzdeep_yellow_v0.7.1_windows.tar.gzdeep_yellow_v0.7.1_web.tar.gz (also playable at https://aebrer.itch.io/deep-yellow)Play in browser: https://aebrer.itch.io/backrooms-power-crawl
🤖 Generated with Claude Code
psx_wall_proximity_nocull shader and ceiling_wall materialbpc_v0.6.1_windows.tar.gzbpc_v0.6.1_linux.tar.gz🤖 Generated with Claude Code
Major camera system overhaul with FPV (first-person view) as the default mode.
Fixes memory leaks that caused the web build to hit the 2GB WASM limit after extended play (~300 turns) or after death/restart cycles.
_exit_tree() handlers to player, minimap, and loading screen to disconnect autoload signalsThe root cause was a subtle bug with bound callables: checking signal.is_connected(method.bind(arg)) always returns false because .bind() creates a new callable object each time. Fixed by using signal.get_connections() to iterate and disconnect actual connections.
Re-added the web build because it works again (as long as you use Chrome).
https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.5.1
[NEW!] Indicator[NEW!] prefixis_item_novel() public API to KnowledgeDBFull Changelog: https://github.com/aebrer/backrooms_power_crawl/compare/v0.5.0…v0.5.1
Major update introducing a comprehensive item system with 14 new items, new enemy behaviors, sanity mechanics, and extensive combat improvements.
See PR #24 for complete details: https://github.com/aebrer/backrooms_power_crawl/pull/24
Download:
bpc_v0.5.0_linux.tar.gz - Linux buildbpc_v0.5.0_windows.tar.gz - Windows buildhttps://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.4.1
0.2.1 released! https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.2.1
We now have levelups!
0.1.1 released: https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.1.1 (and updated here)