
Dead-Quiet
A 2-player co-op stealth heist set in a compact museum where sound, not sight, is the primary failure condition. Every action generates a sound event with position, intensity, and duration. Guards evaluate those events, investigate suspicious noise, search the area, and escalate to pursuit on visual confirmation. Players must coordinate movement, distractions, and timing to steal a single artifact and escape without triggering a full alarm.
Languages
Engines & tools
Gameplay & system
Game modes
Technical Overview
A top-down 2D stealth game built in Unity/C#, designed around sound-driven stealth, modular interactions, and readable AI behavior. Currently, the project includes player movement states, sound propagation, guard hearing/vision, patrol-investigate-chase logic, artifact theft, extraction, and centralized mission-state handling. Systems are split between input, movement, interaction, AI, and game flow to keep iteration fast and prevent gameplay logic from becoming tightly coupled. The project has also started transitioning into co-op architecture. Current work includes player identity/state tracking, artifact ownership, shared extraction rules, and jail handling when a player is caught. The remaining work is focused on finishing the co-op gameplay layer: jail escape mechanics, stronger guard target selection for multiple players, tighter interaction ownership, and eventual networked multiplayer support.
Technical Overview
A top-down 2D stealth game built in Unity/C#, designed around sound-driven stealth, modular interactions, and readable AI behavior. Currently, the project includes player movement states, sound propagation, guard hearing/vision, patrol-investigate-chase logic, artifact theft, extraction, and centralized mission-state handling. Systems are split between input, movement, interaction, AI, and game flow to keep iteration fast and prevent gameplay logic from becoming tightly coupled. The project has also started transitioning into co-op architecture. Current work includes player identity/state tracking, artifact ownership, shared extraction rules, and jail handling when a player is caught. The remaining work is focused on finishing the co-op gameplay layer: jail escape mechanics, stronger guard target selection for multiple players, tighter interaction ownership, and eventual networked multiplayer support.
My Role
- Development.