NOCLIP
In development

NOCLIP

You were closing up the furniture store when you found a wall outlined in duct tape. You walked through it. Your camcorder still works. It sees things you can't.

First-person surreal horror for one player. Built in Godot 4.7. No public build yet.

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Recovered tape, Level 0

Carpet that never dries. A hum that never stops. Rooms nobody built.

Every place down here is a copy of a real place, dubbed from a dub until the details slip. Doors with no handles, signs that almost read, a corridor a little narrower each time you walk it. The deeper you go, the worse the copy.

Through the viewfinder, a door that isn't there.

01 / The camcorder

It sees the seams

Raise the camcorder and the place shows what it really is: chalk outlines of doors in solid walls, marks left by people who came before you, and the shape of the thing that lives here. Lower it and the wall is just a wall again. Walk through anyway.

It hears you run.

02 / The thing in the halls

Far too big for them

It stalks by sound and by sight, and on tape it barely holds together. You carry what the company at the entrance sells you: a flashbulb that pins it in place for a few seconds, road flares, quieter shoes. Mostly you carry your nerve.

Depth 2: the cold rooms.

03 / The descent

Find the stairwell. Go deeper.

You will die down here, often. Your dropped camcorder plays back how it happened, and your tapes sell for salvage. Each depth is darker, stranger and a worse copy of the one above, and the Backrooms remember the marks you left last time.

Sound on

Fifty seconds of one run, with the audio

An autoplay bot recorded this on a random seed. Nothing is staged. Headphones help.

A chalk door outline glowing on a wall in the camcorder view
A dark figure standing at the end of a yellow corridor
A smeared figure breaking up in tape noise
A red EXIT sign glowing over a stairwell door
A dark open office with a lone pillar
A long fluorescent-lit yellow corridor

How it was made

Seven sessions, three days, two blind critics

NOCLIP is built by an AI lead developer (Claude) working in Godot 4.7 with Stewart as the director. Every session ends the same way: a bot plays a fresh random level, a capture tool records stills, motion sheets and a video with sound, and two critics who have never seen the code judge it like players. Whatever they hate gets fixed next.

  1. A grid of early look-development renders of yellow office rooms
    Session 1, Oct 1

    Engine bake-off between Godot and three.js WebGPU, judged blind. Godot won. First hero slice of Level 0, the camcorder view and the capture harness.

  2. A pale faceless humanoid concept standing against a yellow wall
    Sessions 2 to 4, Oct 1 to 2

    Infinite streamed Level 0 with loops and rooms bigger inside, a full sound pass, then the monster: concept rounds, a rigged model, and a hunter that stalks by sound and sight.

  3. Six look-development frames of a pale crawling creature in a corridor
    Sessions 5 to 7, Oct 2 to 3

    The run loop, the death replay tape, the company post that buys your tapes, kit upgrades, stairwells down to deeper levels, and a blind "Monster Lab" where a panel of AI judges picked the crawler for depth 1.

EngineGodot 4.7, Forward+, GDScript, realtime global illumination and volumetric fog
WorldSeeded procedural generation: one seed rebuilds a level exactly
AssetsBlender run headless by script, CC-BY props from Sketchfab, the creature rigged through Meshy, generated audio
Review loop31 critic rounds so far, logged with scores in the repository

Credits

Props are Sketchfab models used under CC BY 4.0, rescaled and re-exported for the game. Full list with changes in the README.