macOS · typing game Godot development alpha

Dead Letter

Type to shoot your way through a city that has stopped answering.

About this project

Dead Letter is a typing-action game in Godot: read a target, type, fire. The current Mac development package is 0.14.0, with a revised opening that moves through Bunker Seven’s machinery, threats and rescues.

I’m still building out the wider story campaign, radio voices and industrial spaces. There are earlier Windows and Linux builds, but I haven’t rebuilt or tested those platforms for the latest Mac changes.

Along the way

Project notes

What’s changed, what I’m trying, and what comes next.

Making the opening move

Bunker Seven now moves through five authored spaces, with machinery, threats and rescues changing the route.

The latest Dead Letter work starts with a smaller question: can the opening feel like a journey through a place? Bunker Seven now moves from a breach vestibule through a loading deck, raised service gallery and crane yard to the extraction lift. The camera turns and advances with the action, rather than presenting another fight from the same corridor.

That also changes what you type. A guard can protect another target, a Razorwing adds pressure from above, and a Marshal’s orders can be interrupted. Many ordinary contacts now use shorter postal words, while longer phrases are kept for armour, commands and machinery. Operating the bay, crane and cargo controls produces a physical change in the space around you.

I wanted the rescues to have a visible payoff. Near the end, the view turns back into the yard and retreats during the rearguard fight while rescued crew board the lift. The medical refuge gives the middle of the opening a quieter moment between those threats. The captures below come from the revised opening running in Godot.

The Mac development build is now 0.14.0. I’ve concentrated on the opening; The Unanswered Sky and the wider campaign still follow their earlier routes. I still have final art, performances and testing with new players ahead, and I haven’t rebuilt or tested Windows and Linux for this version. I recorded this run with automated keyboard input, so I still need people to play it to judge the difficulty.

A bigger world in Godot

The recent desktop alpha adds a story campaign, rebuilt spaces and a voice on the radio.

Dead Letter has moved into Godot, with offline builds for macOS, Windows and Linux. The basic action is still immediate: read a target, type, fire. Around it, I am building a world that gives you a reason to keep going.

The Unanswered Sky now has twelve story chapters, physical controls to operate, rescues and staged boss encounters. The September graphics pass rebuilt the industrial spaces and equipment, giving the combat more of a place to happen.

The 0.11 audio work introduces LARK as the onboard guide and keeps Nadi as a separate human dispatcher. Radio calls react to the situation, and received messages remain in a recap. The synthetic voices and storyboard scenes are working material; the finished performances and cinematic work are still ahead.

I have desktop builds for all three platforms, but I still need to playtest on Windows and Linux. This is an early development alpha.

Before the September graphics pass1 images

Earlier versions of the project. Select any image to look closer.