forked from Ports/goldeneye-pc-port
docs: README + Pages landing overhaul for the v0.2.0-pre push
README:
- compress the Background section (two-agent detail now one tight
paragraph; full write-up stays in agentic-development.md)
- new 'Beyond playing' section: tweak it (ini/F10/-fresh), read it
(internals + porting notes as the entry points, src/ vs port/ split),
mod it (MIT port layer, CONTRIBUTING ground rules, docs/dev record)
- Quick start no longer implies NTSC-U only
Pages (docs/index.md, served from main:/docs):
- status was stale ('alpha, v0.1.0') -- now v0.2.0 pre-release with the
honest rough-edges summary linking to README #status
- new Downloads section up top: Windows + Linux/Steam Deck bundles with
the no-ROM note and the four-step path
- 'Play it - or take it apart' CTA mirroring the README sentiment
(try it / read the code / mod it / research angle)
- in-engine gallery (attract views + demo clip); more captures land
here as playtesting continues
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@@ -39,8 +39,9 @@ timers, save storage) is shimmed in a dedicated `port/` layer.
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## Quick start
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You supply your own **NTSC-U GoldenEye 007 N64 ROM** (`.z64`, big-endian) — no
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ROM or game asset is included or distributed. Then:
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You supply your own **GoldenEye 007 N64 ROM** (`.z64`, big-endian; NTSC-U
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recommended — all three regions are supported, see [Requirements](#requirements)).
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No ROM or game asset is included or distributed. Then:
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1. Download the Windows or Linux bundle from [Releases](../../releases) and unpack it. The Linux bundle ships its own SDL2, so it runs on any distro — and on a Steam Deck — with nothing installed.
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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@@ -50,9 +51,25 @@ ROM or game asset is included or distributed. Then:
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Building from source instead: see [Building](#building). Read the
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[Status](#status) caveats first — this is a pre-release.
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## Beyond playing
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- **Tweak it** — `ge007.ini` and the F10 in-game overlay expose resolution,
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frame cap, MSAA, texture filtering, FOV/draw distance and mouse feel;
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launch with `-fresh` for a clean-slate run.
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- **Read it** — [`docs/internals.md`](docs/internals.md) maps the
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architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md)
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is the catalogue of N64→PC bug classes hit along the way. Game logic in
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`src/` is unmodified decompilation; every hardware surface lives in the
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MIT-licensed `port/` layer.
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- **Mod it** — the port layer, build system and `tools_pc/` are yours to
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extend (see [License](#license)); [`CONTRIBUTING.md`](CONTRIBUTING.md) has
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the ground rules for getting changes in, and [`docs/dev/`](docs/dev/) is
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the raw engineering record behind every fix.
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## Contents
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- [Quick start](#quick-start)
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- [Beyond playing](#beyond-playing)
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- [Background](#background)
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- [How this differs from the other GoldenEye PC projects](#how-this-differs-from-the-other-goldeneye-pc-projects)
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- [Status](#status)
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@@ -69,26 +86,20 @@ Building from source instead: see [Building](#building). Read the
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## Background
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The port used two agents handing work back and forth through shared written
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notes (a running handoff doc), directed by one person part-time:
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The port was built by two coding agents — a local open-weight model
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(`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the [pi](https://pi.dev/)
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agent) doing the groundwork (build, boot chain, software-RSP integration,
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asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
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hardest bugs) joining for the collaborative phase (the 21-level sweep, the
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ABI finding catalog, SDL input, front end) — handing work back and forth
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through shared written notes, directed by one person part-time. In short:
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~3.5 weeks, ~430 commits, 200+ root-caused bugs logged.
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- a **local open-weight model** —
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`unsloth/Qwen3.8-27B-GGUF:UD-Q4_K_XL` on a single **RTX 5090**, driven mainly
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through the **[pi](https://pi.dev/)** coding agent — which did the
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groundwork: the CMake build, the boot chain, the software-RSP integration,
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the offline asset-conversion pipeline, and the first rendered frames;
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- **Claude** (via **Claude Code** — mostly **Sonnet 5**, with **Opus 5** as an
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escalation tier for the hardest bugs), which joined for a collaborative
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phase covering the 21-level load/render/no-crash sweep, the ABI/layout
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finding catalog, the SDL input layer, and the front-end flow.
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In short: ~3.5 weeks, one person part-time, two agents, ~430 commits, 200+
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root-caused bugs logged. The full write-up (timeline, the handoff mechanism,
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commit/effort breakdown, and an honest "what worked / what didn't") lives in
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[`docs/dev/agentic-development.md`](docs/dev/agentic-development.md). The
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workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite this
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project or its findings, use [`CITATION.cff`](CITATION.cff) (GitHub's "Cite
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this repository" menu).
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The full write-up (timeline, handoff mechanism, effort breakdown, an honest
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"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
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The workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite the
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project or its findings: [`CITATION.cff`](CITATION.cff) (GitHub's "Cite this
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repository" menu).
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## How this differs from the other GoldenEye PC projects
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+70
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@@ -1,30 +1,83 @@
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---
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title: GoldenEye 007 PC Port
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description: Landing page for the GoldenEye 007 PC port — what it is, current status, and links to the build guide and engineering documentation.
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description: >-
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A native PC port of the original Nintendo 64 GoldenEye 007, built from its
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decompiled source with a software RSP. v0.2.0 pre-release is out for Windows
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and Linux (including Steam Deck) — download it, drop in your own ROM, and
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play; or dig into the code and the engineering record behind it.
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---
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# GoldenEye 007 PC Port
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A work-in-progress native PC port of the original 1997 Nintendo 64
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_GoldenEye 007_, compiled from the game's
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[decompiled source](https://github.com/n64decomp/007) and running the N64's
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graphics coprocessor in software. It follows the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
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A native PC port of the original 1997 Nintendo 64 _GoldenEye 007_, compiled
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from the game's [decompiled source](https://github.com/n64decomp/007) with
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the N64's graphics coprocessor (RSP) running in software. It follows the
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architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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It's also a case study in AI-agent collaboration on a large, low-level
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codebase: two coding agents (a local open-weight model, Qwen 3.8, on a single
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RTX 5090, and Claude / Claude Code), driven by one person part-time through
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~230 translation units of unmodified big-endian MIPS game code, handing work
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back and forth through shared written notes.
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codebase: two coding agents (a local open-weight model on a single RTX 5090,
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and Claude / Claude Code), driven by one person part-time through ~230
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translation units of unmodified big-endian MIPS game code, handing work back
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and forth through shared written notes.
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**Status:** alpha, [v0.1.0](https://github.com/jkdansereau/goldeneye-pc-port/releases)
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released. Runs the full single-player campaign — all 21 missions load, render,
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and are crash-free; a full re-playthrough confirming all 21 completable start
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to finish is still owed. In-level sound effects and in-level music both play;
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a handful of tracks have wrong-sounding instruments or occasional garbling.
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AI pacing and cutscenes are rough.
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**Status: v0.2.0 pre-release.** The full single-player campaign runs at a
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steady 60 fps with no known crashes, and audio (music + SFX) plays
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throughout. Known rough edges: cutscenes still glitch, a few music tracks
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sound wrong, and a handful of cosmetic rendering defects remain — the
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[README's Status section](https://github.com/jkdansereau/goldeneye-pc-port#status)
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is the honest list.
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- [Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port) — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
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## Download
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| Platform | Bundle | Notes |
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|---|---|---|
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| **Windows** (x86_64) | [win64.zip](https://github.com/jkdansereau/goldeneye-pc-port/releases) | Engine + runtime DLLs + the one-time asset tool. |
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| **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled — it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
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Both bundles contain **no ROM and no game assets** — you supply your own
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GoldenEye 007 N64 ROM (the
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[Requirements table](https://github.com/jkdansereau/goldeneye-pc-port#requirements)
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has the three region filenames and SHA-1s). Then: unpack, drop the ROM in
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`data/`, run `prepare-assets` once, launch. The full four steps are in the
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[Quick start](https://github.com/jkdansereau/goldeneye-pc-port#quick-start);
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pre-built releases are legal to distribute precisely because they're useless
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without a ROM you already own.
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## Play it — or take it apart
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- **Try it yourself** — grab a bundle above, bring your own ROM, and play the
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campaign. It's a pre-release cut for exactly this: if something breaks, an
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[issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what
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you were doing is genuinely useful.
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- **Read the code** — the game logic in `src/` is unmodified decompilation;
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every hardware surface (video, audio, input, save storage, and the
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software-RSP renderer) is shimmed in the MIT-licensed `port/` layer.
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[Internals](internals.md) is the map; [Porting notes](porting-notes.md) is
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the catalogue of N64→PC bug classes hit along the way — a good read even if
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you never touch the code.
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- **Mod it** — the port layer, build system and `tools_pc/` helpers are MIT
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licensed and yours to extend: new video options, input tweaks, your own
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asset sidecar. [CONTRIBUTING](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/CONTRIBUTING.md)
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has the ground rules that keep it faithful to the original game.
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- **The research angle** — [the two-agent development case study](dev/agentic-development.md):
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goal, setup, timeline, the handoff workflow, and an honest assessment of
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what did and didn't work.
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## In-engine
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<p align="center">
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<img src="img/attract-bunker1.png" width="45%" alt="Bunker 1 intro camera, rendered by the port">
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<img src="img/attract-dam.png" width="45%" alt="Dam intro camera, rendered by the port">
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</p>
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<p align="center">
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<img src="media/goldeneye-demo.gif" width="60%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
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<br><em>~15 s of the port running: mission dossier → Facility → Silo → Jungle → Archives (the clip has no audio track).</em>
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</p>
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More in-engine captures land here as playtesting continues.
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## Documentation
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