Institute / Interactive Media / MonkeyHub Games / Nightwalker
Nightwalker
夜行者
What it is
A pixel-art action game set in New Petra in 2040. By day you sneak through the shadows in top-down view; after 22:00 the game turns side-on and you fight. Where there is light, there is surveillance.
Why believe it

5,453automated checks passing across 49 suites
2026-10-19 · Test
Where it stands
Prototype2026-10-21 · Version
Concepts, a design book and animation for a pixel-art exoskeleton enemy.
- Titles
- Nightwalker · 夜行者 / 夜行者(SK)
- Status
- Prototype
- People
- leadKaiwen LiuProject lead
- collaboratorName withheld until consentCo-developer with write access to the repository
- collaboratorName withheld until consentOriginal Chapter 1 design document
- Derivatives
- —
- Follow-up
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Highlights
- 2026-10-15VersionNieR-style rhythm combat: a five-hit light combo with a right-click finisher, dodge follow-ups, a slow-motion counter after a perfect dodge, and an aerial spinning slash.
- 2026-10-16ReleaseDistrict C night-street cyberpunk prototype merged into main (PR #2); all 2,623 checks in 20 suites pass after the merge.
- 2026-10-17ReleaseChapter 1 M1 merged (PR #5): the safe-house 601 opening, taking jobs on the dark web, top-down stealth in the shadows by day, the switch to side view at 22:00 for the first night, and the “cold-light terminal” interface. All 3,215 checks in 25 suites pass.
- 2026-10-19TestHospital set dressing, doctor patrol sight lines and the safe-house opening merged (PR #9–#12); all 5,453 checks in 49 suites pass.
Drawings, versions and releases
- 2026-10-15VersionGit repository set up from the v14 handover package as delivered: a Godot project with 64 actions and 1,024 frames.
- 2026-10-15VersionNieR-style rhythm combat: a five-hit light combo with a right-click finisher, dodge follow-ups, a slow-motion counter after a perfect dodge, and an aerial spinning slash.
- 2026-10-16ReleaseDistrict C night-street cyberpunk prototype merged into main (PR #2); all 2,623 checks in 20 suites pass after the merge.
- 2026-10-17ReleaseChapter 1 M1 merged (PR #5): the safe-house 601 opening, taking jobs on the dark web, top-down stealth in the shadows by day, the switch to side view at 22:00 for the first night, and the “cold-light terminal” interface. All 3,215 checks in 25 suites pass.
- 2026-10-17ReleaseFirst-night combat merged (PR #6): 11 enemies across two hospital floors, 100 health points, and tutorials taught with key icons only.
- 2026-10-18ReleaseHit-feel prototype merged (PR #7): sword waves that tear out of the screen, a diagonal slash across the screen, and a slight shake after each hit-stop.
- 2026-10-20VersionBattlefield backdrop: a 12,288-pixel parallax layer, industrial buildings twice as tall, and a freight lift you can ride.
- 2026-10-21VersionConcepts, a design book and animation for a pixel-art exoskeleton enemy.
- Question
- Can “where there is light, there is surveillance” become a way to play: sneaking away from the light by day and fighting head-on at night, with both views sharing one character and one set of levels?
- Method
- The Godot project lives in a public repository. Each feature starts on its own branch from the latest main and merges through a pull request once the full regression suite passes. Gameplay is proven first with placeholder silhouettes; final pixel frames follow from concept art and prompts, which are kept in the repository.
- Claims
The light you see is the light that gives you away: the lamps on screen and the exposure meter use the same lighting data, and by day the doctors' sight lines and the sweeping lights fill the same meter. (ev-06, ev-11)
- Limitations
- Chapter 1 runs through the first night. The first-night enemies are still placeholder silhouettes drawn in code, the sound effects are synthesized placeholders, and there is no save system yet. The day and second night at Jinyu Tower are not built.
- Research lines
- interactive-worlds
- Upstream
- —
Failures and superseded routes
- 2026-10-15SupersededThe grey-purple look and medieval-assassin design of v07 dropped; v14 becomes the baseline.
- 2026-10-18FailureAfter PR #7 merged, 2 night-street tests failed: random critical hits made test positions unstable, and the failure already reproduced before the merge. PR #8 fixed the tests only.
- Stack
- Godot 4.7.2, GDScript
- Interfaces
- Keyboard and mouse, with in-game key rebinding; native resolution 320×180 with integer scaling.
- Install
- Run-Demo.cmd in the repository root starts Chapter 1; Test-Game.cmd runs every regression suite.
- Software used
- —
- Used in
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Releases and tests
- 2026-10-16ReleaseDistrict C night-street cyberpunk prototype merged into main (PR #2); all 2,623 checks in 20 suites pass after the merge.
- 2026-10-17ReleaseChapter 1 M1 merged (PR #5): the safe-house 601 opening, taking jobs on the dark web, top-down stealth in the shadows by day, the switch to side view at 22:00 for the first night, and the “cold-light terminal” interface. All 3,215 checks in 25 suites pass.
- 2026-10-17ReleaseFirst-night combat merged (PR #6): 11 enemies across two hospital floors, 100 health points, and tutorials taught with key icons only.
- 2026-10-18ReleaseHit-feel prototype merged (PR #7): sword waves that tear out of the screen, a diagonal slash across the screen, and a slight shake after each hit-stop.
- 2026-10-19TestHospital set dressing, doctor patrol sight lines and the safe-house opening merged (PR #9–#12); all 5,453 checks in 49 suites pass.
Evidence chain · 13 records
- 2026-10-15VersionGit repository set up from the v14 handover package as delivered: a Godot project with 64 actions and 1,024 frames.
- 2026-10-15DecisionArt direction changed to cyberpunk: rose sandstone with neon, on the theme “light is surveillance”. Glow and cybernetic limbs are now allowed; the hood stays.
- 2026-10-15SupersededThe grey-purple look and medieval-assassin design of v07 dropped; v14 becomes the baseline.
- 2026-10-15VersionNieR-style rhythm combat: a five-hit light combo with a right-click finisher, dodge follow-ups, a slow-motion counter after a perfect dodge, and an aerial spinning slash.
- 2026-10-16ReleaseDistrict C night-street cyberpunk prototype merged into main (PR #2); all 2,623 checks in 20 suites pass after the merge.
- 2026-10-17DecisionDecisions once the Chapter 1 design arrived: the rampage starts at 22:00, one place gets two layouts, lighting is computed from the actual lamps, and full exposure sends you back to a checkpoint. The repository stays public, and Chapter 1 dialogue may be committed.
- 2026-10-17ReleaseChapter 1 M1 merged (PR #5): the safe-house 601 opening, taking jobs on the dark web, top-down stealth in the shadows by day, the switch to side view at 22:00 for the first night, and the “cold-light terminal” interface. All 3,215 checks in 25 suites pass.
- 2026-10-17ReleaseFirst-night combat merged (PR #6): 11 enemies across two hospital floors, 100 health points, and tutorials taught with key icons only.
- 2026-10-18ReleaseHit-feel prototype merged (PR #7): sword waves that tear out of the screen, a diagonal slash across the screen, and a slight shake after each hit-stop.
- 2026-10-18FailureAfter PR #7 merged, 2 night-street tests failed: random critical hits made test positions unstable, and the failure already reproduced before the merge. PR #8 fixed the tests only.
- 2026-10-19TestHospital set dressing, doctor patrol sight lines and the safe-house opening merged (PR #9–#12); all 5,453 checks in 49 suites pass.
- 2026-10-20VersionBattlefield backdrop: a 12,288-pixel parallax layer, industrial buildings twice as tall, and a freight lift you can ride.
- 2026-10-21VersionConcepts, a design book and animation for a pixel-art exoskeleton enemy.