WOLF//OVERRIDE

Development setup and status

Run the source game and docs locally, then see what has been checked.

WOLF//OVERRIDE is in early development. The current source build has a first playable chapter slice: the original side-view corridor and a second Records Access room. There is no public download, release date, or announced price.

Set up on macOS

  1. Get Godot 4.7.2 stable for the game. The repository and CI use this version; check your installed command with godot --version. Bun 1.4.2 is needed only if you want to work on the docs site; check it with bun --version.

  2. Clone the repository if you do not have it yet:

    git clone https://github.com/MrDemonWolf/wolf-override.git
    cd wolf-override

    If you already have a checkout, run the following commands from its root instead.

  3. Open the game project, then press F5 in Godot to play:

    godot --path apps/game --editor

    To launch the game directly after importing it, run godot --path apps/game. Start here introduces the game; the optional walkthrough covers both puzzle paths.

  4. To run the public docs site locally, use a second terminal in the repository root:

    bun install --frozen-lockfile
    bun run docs:dev

    Open the local URL printed by Next.js. Bun is not needed to play the game.

Run the checks

From the repository root:

godot --headless --path apps/game --import
godot --headless --path apps/game --script res://tests/m0_state_test.gd
godot --headless --path apps/game --script res://tests/m0_scene_test.gd
godot --headless --path apps/game --script res://tests/chapter_scene_test.gd
godot --headless --path apps/game --script res://tests/ui_controls_test.gd
godot --headless --path apps/game --script res://tests/settings_test.gd
bun run docs:check
bun run docs:build

The Godot commands check import, state logic, both scripted door routes, both Records Access mirror routes, and save/load. The Bun commands check docs types and build the static Pages site. Headless checks cannot confirm the on-screen feel; exports and device tests are separate work.

Continuous integration and deployment

Every pull request and push to main runs a checksum-verified Godot 4.7.2 import and all five deterministic game checks. The workflow can also be started manually from GitHub Actions. Game jobs have a 15-minute limit; failing import/test logs are retained as downloadable artifacts for seven days. The log pipelines retain the command's failure status.

Docs changes run type checks and a production Pages build before merge. Main-branch docs changes then deploy to GitHub Pages. Build and deployment jobs have time limits. This pipeline deploys the website, not game installers.

Graphical route play, hardware input, exports, signing and devices remain separate gates. A green workflow does not certify a finished game or a distributable package.

Direct macOS updater preparation

Status: planned, not integrated or enabled. The game contains no Sparkle framework, updater object, update feed or automatic network check. The changelog is the first release-notes foundation.

Sparkle is a candidate for direct macOS downloads. A Godot app needs a tested native integration and repeatable export packaging; a GDScript setting alone cannot add Sparkle. Store-distributed builds should use their store update channels.

No keys, feed, native dependency or signing changes have been created. Packaging, signing, update verification and save compatibility must be checked before a release can enable it. References: Sparkle setup and programmatic setup.

In the current source build

  • Two distinguishable characters with provisional static art: the engineer is playable and WOLF accompanies them without player switching.
  • A power and door puzzle with a cooperative route and a human fallback if WOLF refuses.
  • One authored disagreement, a saved choice with a later callback, and a safe checkpoint.
  • A first exchange, readable purge display, and objectives that follow each puzzle step.
  • A second room where the engineer copies a purge-order trace, then uses WOLF's independent mirror readout or a manual maintenance port to preserve a timestamp.
  • New Game and versioned save/load for both rooms, positions, and chapter progress.
  • Controller mappings, on-screen mobile controls, and title/pause Settings with saved display preferences, audio bus volumes, keyboard/controller rebinding, duplicate-binding checks, and stick deadzone. Controls and settings lists the available options and test limits.

These are prototype features, not a complete investigation or campaign. Play the source build explains how to open it in Godot 4.7.2.

Checked so far

Godot 4.7.2 headless import, deterministic state, M0 scene, chapter scene, and input/settings checks passed locally. The scene checks exercise both door routes, both mirror routes, and Continue restoring chapter progress. Engineer movement and WOLF's follow behavior were observed in a partial graphical playtest of the first corridor. Rendered touch, pause, and settings frames were inspected, but the complete routes have not been played by hand. A temporary iOS simulator export built and launched on two booted iPhone simulators; the iPhone 17e title screen was inspected. Touch gestures, controller hardware, and physical devices were not tested. Godot's official 4.7.2 iOS template contained only x86_64 simulator code in a slice labeled arm64; the local simulator build used a temporary, version-matched arm64 library. No distributable iOS package is published.

Still to come

Final character art and animation, audio, the wider story, public export packages, complete touch/controller playtests, and physical-device testing remain future work. The corridor key art on the landing page is provisional and is not a gameplay capture; its origin and rights review status are recorded in the asset register.

Contributing and reporting problems

Use a focused branch and include the relevant checks in a pull request. Keep the Godot pin, stable narrative IDs, existing asset sources and engineer-only viewpoint intact. Follow the repository's public agent guide.

Report reproducible bugs through GitHub Issues with OS, Godot version, input method and steps. Private story drafts belong in the project's private notes, not public issues, pull requests or exported site content.

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