REDACT
A short office game where an AI assistant slowly becomes the system that manages the player.
The game
The player starts with ordinary office work: email, small code changes, data labeling, reviews, and awkward conversations. An AI assistant removes some of the repetition. Then the company routes more work through it, lets it evaluate the player, and eventually turns it into management.
The story is about collaboration becoming dependency, then control. The player can comply, manipulate the system, or use its own rules against it.
Administrative Paper Theatre
The current art direction uses warm paper, flat vector geometry, and institutional objects that are rectangular, aligned, and repetitive. Human objects are curved and irregular. Redaction is pure black absence. It removes, snaps, re-spaces, and leaves carbon ghosts. It is not magic and it is not a glitch effect.
The game renders to a fixed 960 by 540 canvas with a rule band, a world band, and a receipt band. The limited geometry is deliberate because most production assets need to be built quickly and remain readable at game scale.
Diegetic systems
There is no conventional HUD. Money lives in the phone’s bank app. Tasks live on the employee terminal. Messages arrive through the work computer. The apartment, office lights, doors, desks, and other objects carry state.
A room compiler is planned to place geometry, props, stateful objects, NPC hooks, and validation rules from authored constraints. The goal is faster room production without generating spaces that ignore basic architecture.
Current state
The repository is in a clean-slate rebuild. Audio, textures, references, design documents, and art direction remain, but the old game code and tooling were removed. There is no main scene yet. That is the honest state of the project, not a finished game hidden behind concept art.