Untergetaucht, a stealth game without weapons
On Sunday evening, 8 November, the same line went to Codex, to Claude and to Gemini, each in its own folder:
videogame: 1940s Berlin. you are a 14yo on the run, hiding, sneaking, doing everything to escape and not get detected. 2D topdown. lots of puzzles and ideas where to hide, mechanics to sneak.
Codex had a first chapter after four minutes, and got its first correction three minutes
later: no UI... it needs to be full screen and the game needs to explain itself
.
Gemini got a sharper one: this is not a game, it's a map overview. game needs to be
fullscreen, no UI and the game needs to explain itself while you are playing just like
older games did
. Claude's version had twelve chapters by eight o'clock, and that is
the one that kept going.
Fourteen chapters, February 1943 to May 1945
You are Hanna, fourteen, one of the roughly 7,000 Berlin Jews who went into hiding, untergetaucht, after the Fabrikaktion of 27 February 1943. The first chapter is that evening, in a back yard in Prenzlauer Berg; the last is 2 May 1945 in Kreuzberg. In between: a market day at Marheinekeplatz, the Blockwart's round, the goods yard at Görlitzer Bahnhof, the village church in Dahlem, an air raid, a bombed house, the Anhalter Bahnhof, a barn near Oranienburg, the cellars under a Kreuzberg block. There are no weapons. You sneak, hide, listen and wait.
Told in the world
Early on 10 November the brief was improve this project as best you can / extend it
,
and the next night: continue... then take the best ideas from ../on-the-run-gemini
and merge it here.... then delete that folder and all of its gemini context /
transcripts
. From Gemini's version came sound masking (the S-Bahn passing overhead
covers your footsteps, so does the church bell), fuse boxes, coal soot as camouflage, a tin
drummer toy to throw, the Litfaßsäule to hide in, and rain. Then I played it:
ok I am already stuck on the second level after going through the freshly opened door. also the game feels too ui based still... it should explain itself by playing... the menu should be as minimal as possible with all storytelling being done in-game. otherwise it's essentially fun so let's keep exploring
and, while that was being fixed: I am not using the mouse in gameplay so if we can
avoid using mouse that would be perfect... I almost never play PC and trackpads are
terrible for gaming so let's do keep it keyboard only
.
So there is no title screen, no briefing and no card between chapters. A keycap appears
on the thing it works on when Hanna is in reach (E hide, E pull the
fuse, a padlock on a door with no key), and over her head when a key matters right
now: C crouch when a guard is close, Q throw a stone when there
is someone to distract. They fade once you have used them. The ring at her feet is the
noise she makes. An arc over a guard fills as he notices her, and what he mutters says
what gave her away: Schritte?
, Die Tür?
. Throwing is keyboard too: hold Q,
steer the landing spot with WASD, let go.
These two are from the game's own browser test, run on the build that went online; the five above are the live page.
The graphics
Around three in the morning on 11 November it went online at its own address, and at a
quarter past four I had played it again: ok very playable I like it... for the amount you worked the graphics
are very unpolished though.
The next hour was a new renderer: the floor drawn at
screen resolution instead of stretched, walls with a front face seen slightly from the
south, pitched roofs in slate, tar paper or red tile depending on the chapter, people
who walk with a hat per uniform, a colour grade and grain. It went online at five to five.
Everything is drawn in code; the game has no image files.
- built
- 8 November evening (the same prompt to Codex, Claude and Gemini), then Claude Code on the nights of 10 and 11 November; online since 11 November
- chapters
- 14, from 27 February 1943 to 2 May 1945
- controls
- keyboard only (no mouse anywhere in play), or a gamepad, or touch
- tests
- a stealth bot that proves a route exists on which nobody notices her, and walks it with every guard awake; a headless browser test with about a hundred checks
- made with
- plain JavaScript on a canvas, about 6,500 lines, no build step, no image assets
Still rough
The new graphics went online after my last reaction, so whether they answer “unpolished” is still open. The stealth bot gets through twelve of the fourteen chapters unseen; the other two are built around things it does not do (walking upright among people on the market, throwing a stone to draw a watchman away), so for those the proof is still a human. Hanna and the people around her are composites; the history in the texts (the Fabrikaktion, the Greifer, the helpers' circle in Dahlem, the cellar breakthroughs) is real, and was written by an agent, not checked by a historian.