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A point-and-click adventure set in a small Norwegian town in 1994.


Tech demo
The title screen: Langgata at 2am, rain, the street empty

The title screen. Langgata, 02:00, rain.

It is late October in Sildevik, a small town on the Rogaland coast. The rain has not stopped for a week, the tube light in the kiosk has been dying for longer than that, and something has gone badly wrong at the south end of Langgata.

You are a journalist in a tan trench coat, with a notebook, an empty wallet and no reason anyone here should talk to you. Walk the wet cobbles of Gågadå. Look at everything. Talk to everyone. Pick up what isn't nailed down.

What this is


An early, playable slice of a game in development: one street, its shops and back rooms, the people who stand around in the rain, and the first conversations. It is here to show the look and the feel, not to be finished. Expect rough edges, placeholder props and doors that lead nowhere yet.

This build has no recorded voices. Every line still appears as text over the speaker's head, in English or Norwegian. The voiced version is not public.

Play it


  1. Download Sildevik-techdemo-<version>.zip from the Releases page.
  2. Unzip anywhere and run Sildevik.exe. Nothing is installed; saves go to %APPDATA%\Godot\app_userdata\Sildevik.
  3. Windows 10/11, 64-bit, a GPU with Vulkan support. The game renders at 640×400 and scales to the window.

Windows may warn that the file is from an unknown publisher: the build is not code-signed. Play is mouse only.

Left click walk there, look at it, talk to them, pick it up, go through the door
Drag an item from your pockets onto a person or thing use it
Space show what can be clicked
Esc menu, options, language

Around town


The cordon at the south end of Langgata, in a thunderstorm Kirkeparken at night
The cordon, south end of Langgata. Thunderstorm. Kirkeparken, 23:30.


Inside the church, the priest kneeling The doctor's office at night
Inside the church. Legekontoret, 22:00.

The feel of it


Sildevik is drawn at 640×400 through one fixed palette of 232 colours: low resolution and heavy with weather, lit by sodium lamps, shop windows and the occasional flash of lightning. The camera stays still like a film's does: long fixed shots from the corners of rooms and under streetlamps, cutting only when it has to.

It plays fair, in the old tradition. There are no dead ends, no sudden deaths and no puzzle you can lock yourself out of.

Made with


The town itself -- streets, facades, doors, lights -- is generated: a Python script describes every parcel and prop, and FuncGodot compiles that into the level geometry Godot 4.7 runs. The interiors people actually walk into -- the pub, the pharmacy, the church, the kiosk -- are hand-built rooms in Blender, exported straight into the engine. Dialogue trees run on Dialogue Manager.

The cast, the signage, the textures on every wall: ComfyUI, running locally, generating turnarounds, cutouts, shop signs and material art from a mix of image models, which then get cut down to a fixed 232-colour palette before anything ships. From a character's cutout views, a 3D mesh is generated and brought in as the base body. Rigging and the shared animation library both come from Mixamo -- one rig per body, retargeted so every clip plays across the whole cast rather than being hand-keyed per character.

Every voice is a real recording, not text-to-speech: Olti performs every line himself, and Applio (voice conversion, not synthesis) turns that performance into each character's own voice. Sound effects, the radio station's music and its ad breaks, and the announcer's voice, are generated with ElevenLabs.

None of this is glued together by hand each time. A fair amount of the project is its own tooling, purpose-built to move a generated or recorded asset straight into the game with nothing lost in translation:

  • Voice Booth -- records a line, sends it through Applio, and writes the approved take straight into the game's audio folder with its subtitle, all in one pass. One tab of it browses every recorded line by character; a second draws whole conversations from the lines a character already has and exports them as playable dialogue trees; a third auditions several Applio voice models against one line before committing a character to one.
  • Laben -- a walled test yard with the whole cast standing in a row, the town's own sun, lighting and palette pass, for judging one animation clip or one light on one body without walking the street to find it.
  • Control Room -- a browser dashboard for building the game, running its test suite, playing from any spot in the story, and the day-to-day git work, all against a disposable worktree so testing a branch never touches the checkout in progress.
  • A town generator that turns a Python description of every street parcel, door, light and prop into the level geometry itself, and a matching set of importers that take ComfyUI's or Mixamo's raw output and place it, palette-corrected and levelled, straight into the game's own asset folders -- textures, signs, props, character meshes, animation clips, voice lines and subtitles alike.

Most of what is in this game arrived through one of those pipelines rather than by hand.

The Voice Booth: character roster on the left, a line being recorded in the middle, Applio voice picker on the right Laben, the animation test yard: a character on the idle clip, the clip browser on the right
Voice Booth -- the cast on the left, Applio's voices on the right. Laben, by day.

Laben at night, a character mid hand-raise clip
Laben, by night -- the same test yard under the night sky.

Sildevik is a fictionalised Sandnes.
© Olti81. All rights reserved. The demo is free to download and play; the game, its art, writing and code are not licensed for reuse.



In development.

Published 9 days ago
StatusIn development
PlatformsLinux
Authorohaaland
GenreAdventure
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

Download

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Click download now to get access to the following files:

Sildevik.x86_64 720 MB
Version 91afd7be
Sildevik.exe 762 MB

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