Isometric shopping-cart racing combat

Aisle Riot: Night Shift

HyperMarché 95 after closing time: two crews, three laps, and a store that fights back with its own inventory.

Godot 4.7.1Typed GDScriptGodot resourcesHeadless suitesSynthetic input testsLinux exportWindows exportOffline runtime
Status
0.1.0-rc.1 vertical slice; in production
Code
AR-09
Domain
Isometric shopping-cart racing combat
Owner
Pomegranate Interactive
Isometric greybox capture of the Aisle Riot vertical slice inside HyperMarché 95
Real capture of the 0.1.0-rc.1 vertical slice. Production state is greybox: readable systems first, final art later.

An offline isometric 3D racing-combat game where two cart crews tear through HyperMarché 95, weaponizing shelf stock while customers, guards and the store itself react.

36Shelf items
944Assertions passing
0Online dependencies

Mission profile

  • Build one complete race loop before adding any breadth of content.
  • Make the store the antagonist: shelves, customers, guards and cohesion damage rather than decorative scenery.
  • Give the passenger seat real agency instead of a cosmetic second player.
  • Keep the runtime fully offline and deterministic, with no inference at play time.
  • Close each milestone with headless suites and packaged builds, never with a plan.

Architecture

Verified state

What exists and has been exercised at the time of writing.

  • A complete three-lap race, from start to results, restart and best time.
  • Two physical carts, each carrying a driver and a passenger.
  • Arcade handling with drift, surface traction, collisions and cohesion damage.
  • Thirty-six documented items taken from the shelves: projectiles, traps, defenses, control and rare stock.
  • An AI rival crew and an AI passenger.
  • Reactive customers and an escalating guard.
  • Full keyboard and controller navigation, verified through synthetic input events.
  • Twenty-two suites and 944 assertions, zero failures in the latest report.
  • Linux and Windows release packages generated and verified.

Stated limits

What this project is not, written here so nobody has to discover it later.

  • The tracked status is in progress. This is a vertical slice, not a finished game, and no release date exists.
  • Environments and characters in the verified milestone are largely greybox.
  • Physical controller testing on real hardware is still pending.
  • The Windows artifact was launched under Wine, not yet on native Windows hardware.
  • Art and audio work sitting in the working tree is uncommitted and unvalidated. Nothing here claims a final art pass.

A race that is also a siege

Three laps sound simple until the track is a supermarket that has opinions. Shelves supply the arsenal, customers wander into racing lines, and the guard escalates as the night goes on. The cart is not a car: it carries a crew, it loses cohesion, and a passenger who uses the right item at the wrong moment can end a run as effectively as a wall.

Systems before surfaces

The verified milestone is deliberately greybox. Handling, item behavior, crowd reaction, security escalation and the full results flow were finished and tested before a single final texture was allowed to matter. This ordering is a policy, not an accident: a beautiful build that cannot prove its own systems is a screenshot, not a game.

Verification is the milestone

Twenty-two suites and 944 assertions run headless, controller navigation is exercised through synthetic input events rather than assumed, and Linux and Windows packages are produced and launched. What has not been verified is stated on this page in the same voice as what has: real controller hardware and native Windows remain open.