HOLLOW SIGNAL
A second-person shooter where you guide a stranger through a derelict orbital station. Built around environmental storytelling and a custom GDExtension fog-of-war system.
- YEAR
- 2025
- ENGINE
- Godot 4.3
- ROLE
- Solo dev
- TEAM
- 1 (me)
- DURATION
- 14 months
- PLATFORMS
- PC · Steam Deck
Hollow Signal puts you behind the cameras of a derelict orbital station, guiding a single stranger you can never directly control. You see what they cannot; they walk where you tell them.
I built it solo over fourteen months in Godot 4.3, with a custom GDExtension module written in C++ for the fog-of-war and line-of-sight propagation. The engine’s default visibility system couldn’t handle the density of occluders without dropping frames.
The hardest design problem was making indirect control feel intentional rather than frustrating. We landed on a “pheromone trail” system where the player paints intent on the world and the AI commits to it for short windows.