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RT-TLC-002

The Last Compact

#002

A first-person interactive narrative installation on memory, debt, and entropy — an infinite corridor of memory chambers whose ending is driven by a model of the protagonist's psychological state.

Année
2026
date
2026.02 – 2026.04
dimension
1920×1080
media
Unity / C# / Photoshop / Illustrator / Blender
subtitle
First-Person Narrative Exploration

A — PROJECT OVERVIEW

The Last Compact is a first-person interactive narrative installation exploring themes of memory, debt, and entropy. Developed in Unity with the URP pipeline, the experience guides players through an infinite corridor of interconnected memory chambers, where the narrative path and final outcome are dynamically driven by a mathematical model of the protagonist’s psychological state.

A — PROJECT OVERVIEW 01

A — PROJECT OVERVIEW 02

A — PROJECT OVERVIEW 03

A — PROJECT OVERVIEW 04

B — GAMEPLAY FLOW

The experience begins with a prologue, leading the player into an infinite corridor. Players navigate through six distinct memory chambers across two phases, collecting fragments to progress toward a final judgment, culminating in one of three possible endings: Stable, Unstable, or Collapse.

Bootstrap
Main menu
Wakeup room
Branching dialogue
+ voiceover
Timeline
cinematic
Read the
letter
Gameplay
enabled
Infinite corridorAI-generated paintings · infinite loop
Phase A
Room 1 — Melting community400 procedural houses
Room 2
Room 3
Collect 3 memories
Phase B
Room 4
Room 5
Room 6
Collect 3 memories
Archive roomSpace-bar sequences · entropy 3D model
Chapter evaluation S = Psyche√(Debt × Entropy + 1)
StableS > 1.5
UnstableS > 0.8
Collapseotherwise

C — TECHNICAL BREAKDOWN

The entire project follows a layered, event-driven architecture. All game data lives in ScriptableObject assets — zero hardcoding. Systems communicate through a static event bus, meaning no script directly references another. This makes every component independently testable, swappable, and debuggable.

DataLayer 1
GameBalanceConfigall tunable params
NarrationDatabasedialogue & conditions
WakeupDialogueDatabranching dialogue
EndingData3 endings

ScriptableObject assets — no hardcoding

Singleton managersLayer 2
GlobalProgressManagerscene flow, memory tracking
GlobalMentalStateentropy simulation
GlobalUIManagerpause, cursor, UI
NarratorManagerqueue-based playback
ScreenFadertransitions

DontDestroyOnLoad — persistent across scenes

Event busLayer 3
NarrationAnnouncerstatic event bus — zero dependencies
in — OnNarrationRequested
in — OnSceneEventTriggered
out — OnNarrationStarted
out — OnNarrationEnded

No script directly references another

Scene systemsLayer 4
WakeupWakeupSequenceManager · DialogueUI · Letter
CorridorUniversalPlayer · CorridorManager · DoorManager · AITextureRequester · MemoryItem
Memory roomsRoom1SequenceManager · MeltController · InfiniteCommunity
ArchiveArchiveSpaceSequence · ChapterEvaluator
Causal entropy MVCLayer 5
CausalModelpure C# logic
CausalControllerMonoBehaviour bridge
CausalViewshader driver
Custom shadersMeltDistortion · CausalEntropy

D — SEE IT IN ACTION

Words and diagrams can only show so much. Watch the full walkthrough to see how it all comes together.