
A 22-chapter novel turned into a playable choice-driven RPG
A Russian noir RPG adapting a 22-chapter novel scene by scene, with branching dialogue, a per-act auto-play test and painted or pixel-art scenes bilingual from the first line.
Acts I–IV playable, Act V in progress

- 1The active case and its status update live in the top bar
- 2E to inspect works the same in every scene, pixel-art streets included
What runs automatically
Dialogue engine
Every scene is data, not code: a line, a speaker and a set of choices, each with its own condition and effect. The Russian text comes straight from the novel, and every line ships with an English peer in the same file.
Auto-play per act
Each act ships behind its own auto-play script that clicks through every scene and choice, then reports which flags it set and where it got stuck, so a broken branch fails before a commit lands.
Capture pipeline
Painted interiors and pixel-art streets both render through the same capture tool: point it at a scene file with a locale and a state string, and it renders one frame to a PNG without touching a real save, the same tool that produced every screenshot here.
Built with Claude Code in 3 days
A 22-chapter novel with no playable version.
Four of five acts playable end to end in two languages, each branch guarded by its own test.


Under the hood
01How it works
A data-driven dialogue engine
НЕРАСКРЫТО adapts a 22-chapter Russian noir novel into a Godot 4 RPG. The engine is data-driven: GameState tracks the hidden stats and flags that steer which ending a player reaches, DialogueManager reads each scene's dialogue data and choices and SceneRouter picks the next room from that state, so branching logic lives in one place instead of scattered across scene scripts. Interiors render as painted scenes and streets as a 640 by 360 pixel-art tile world, both produced through the same capture tool used for every screenshot in this case study.
02Constraints
In development, no public build yet
This is a solo creative project with no external client and no public release yet. Acts I through IV, the first 18 chapters, are complete and playable end to end in Russian and English; Act V, the final four chapters and the epilogue, is still in progress. Every act ships behind its own auto-play test that clicks through every scene and choice and reports where it got stuck, so a broken branch fails before a commit lands.
03Outcome
A working engine, four of five acts done
What is finished works the way a shipped game should: scenes read data instead of hardcoded branches, every string has an English peer next to its Russian source and the soundtrack already runs to 8 tracks across the game. What is not finished is the ending: Act V is next, and until it lands, НЕРАСКРЫТО is a fully playable noir with no verdict yet.
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