OVERTIME: a phone with chat messages and a masked figure in a dark office corridor next to a fire exit sign

OVERTIME

Working late. Someone else is in the building.

HorrorGodot 4.6.3DesktopMobile
Size ~17 MBControls keyboard + mouse / touch
03 · STORY

How we made it

Visuals: Low-poly models, affine texture warping, vertex jitter shaders, and a 720p internal downscale recreate the authentic PSX aesthetic under harsh fluorescent lighting.

Layout: A modular corporate floor divided into four alphanumeric zones (A1–D4), featuring narrow cubicles, interconnected utility vents, and locker hiding spots.

Stalker AI: Intruders patrol navmesh waypoints using raycast sightlines and an acoustic listener. Sprinting or phone vibrations trigger physical noise events that lure them, while crouching suppresses sound.

Phone UI: Raised by holding Tab to read diegetic SMS messages from “Nasir,” which creates screen glare, lowers movement speed, and increases visibility.

Longest task: Calibrating first-person arm rig transforms and interaction alignment.

Credits

  • BAGMAN PSX Character by Aredius (Daniel Arias) — Custom Game License
  • VNB Low Poly Office Set v1.1.0 by VNB-Leo (AgusVLeonel) — Game Project License
  • PSX First Person Arms Free — Free Game Asset License
Built with:
Godot 4.6
03 · CONTROLS

How to play OVERTIME

Keyboard

  • WASD
    Move (arrow keys work too)
  • Mouse
    Look around
  • Shift
    Sprint
  • CtrlC
    Crouch
  • E
    Interact
  • Tab
    Raise phone
  • V
    Silent mode

Touch

  • Left stick
    Move
  • Drag right side
    Look around
  • CROUCH
    Crouch
  • INTERACT
    Interact