Documentation
Everything about HALL PASS that exists in writing, and every tool the game exposes. The player FAQ is the short version; the rest is the whole record.
For players
Start here.
Systems
How the game actually works, at the depth an engineer would need.
Systems referenceEvery mechanic: the one-night structure, cursed energy, domain, the club, electives, the shikigami, pressure waves, the line change, cloud saves, tilt.Music engineLoop points, the two seams, the bake-off, the watchdog, and the loop lab.Audio cue coverageBoss attacks, shikigami, directional warnings, mix limits and the remaining voice-production gaps.Audio sourcing cue sheetEvery current cue, unused takes, missing sounds and the anime-battle source briefs.iPhone performance testingRecord a real iPhone 16 run in Safari and the Xcode-installed app, then export frame times.iOS and TestFlightBuild, sign and distribute the installed iOS game from a Mac.3D pipelineTripo versus Meshy on identical input, and what each is for.The 3D boss experimentHow the special-grade curses became rigged 3D bodies.Feedback board deploymentHow field reports travel and how the board is published.
Dev log
The record, dated, including what it cost and what went wrong.
Session logEvery session, dated: decisions, spend, vendor facts, gotchas.Project handoffWhere the project stands and how to pick it up.Ideas fileEverything proposed and not yet built, with the reasoning.The playtest loopHow two agents measure the game under one protocol.CapturesScreenshots, filmstrips and clips taken along the way.
How it is built
The briefs the work is done against.
READMEThe repo front page.Agent briefThe standing instructions every agent session loads: non-negotiables, tripwires, conventions.Asset briefHow art is generated and baked, and the prompt rules that were learned the hard way.Store plumbingRevenueCat, AdMob, OneSignal and the three stores: what is wired, and which dashboard produces each id.
Live tools and libraries
Pages the game exposes. These are the actual assets, not descriptions of them.
Sound libraryMusic, effects and every character voice, cut for collaborators.AssetsThe art, itemised.Video libraryBoss splashes, cut-ins and the club walk-ins, as they ship.ShowroomThe real engine rendering every rig and enemy — no game attached.Loop labThe music loop editor: tail over head, drag the join, hear the wrap.Voice auditionEvery voice take not yet in the game.The Night ReelThe cinematics brief, with prompt cards.Story memoThe narrative canon.Feedback boardField reports and ideas, in public.Playtest guideFor the closed test.Lab logThe playtest lab, iteration by iteration.
HALL PASS by Very Bad Games · Solo Developer Chris Sands · All documentation