- ℹ️ About the Game
- ✨ Features
- 🛠️ Tech Stack
- 📁 Project Structure
- 🚀 Build & Run
- ⚙️ Continuous Integration
- 📦 Creating a Release
- 🤝 Contributing
- 📄 License
- 🗺️ Roadmap
Build, connect, and optimize the world's first creative factory.
Automate coding, testing and music production — but be careful:
every refactor changes the rhythm of the world.
Pixel's Refactory is a 2D factory-simulation game built with Godot 4.5 (.NET).
You design pipelines of software processes — Events, Functions, Tests, and Deployments —
and feed them into a living world where code and creativity intertwine.
Your tiny companion Pixel, a curious digital spider, rewards precision and focus
through playful mini-games and insights into the art of automation.
Research new technologies like Kusintel, an AI-assistant that helps you
refactor both code and reality.
- 🎨 Node-Graph Factory Editor — design event-driven production lines in an EPK-style flowchart
- ⏱️ Tick-Based Simulation — deterministic throughput, latency, and quality metrics
- 🎵 Music Integration — code meets rhythm; automation becomes art
- 🤖 AI Research Tree — unlock Kusintel for smarter automation
- 🎮 Pixel Mini-Games — gain focus buffs and productivity boosts
- 📊 Data-Driven JSON System — create your own nodes, edges and item types
| Area | Technology |
|---|---|
| Engine | Godot 4.5 .NET |
| Language | C# 13 / .NET 9 |
| Data Format | JSON |
| Version Control | Git + GitHub |
| CI / Export | GitHub Actions |
| License | Code → MIT, Assets → CC BY-NC-SA 4.0 |
pixels-refactory/
├── .github/
│ ├── workflows/
│ │ ├── ci.yml
│ │ └── export.yml
│ └── copilot-instructions.md
├── Game/
│ ├── Scenes/ # GraphScene, Nodes, HUD
│ ├── Scripts/
│ │ ├── Simulation/ # Core simulation logic
│ │ │ ├── Core/
│ │ │ ├── Nodes/
│ │ │ └── Systems/
│ │ ├── GraphEditor/ # GraphEdit UI and node creation
│ │ └── UI/ # Play/Pause controls, KPIs
│ ├── Data/
│ │ └── sample_graph.json # Demo graph for first run
│ └── Assets/ # Art, music, icons
├── LICENSE
├── project.godot
├── export_presets.cfg
├── README.md
└── .editorconfig (optional)
- Godot 4.5 .NET (Mono) — Download here
- .NET 9 SDK — Download here
godot --headless --build-solutions --quit
dotnet restore
dotnet build --configuration ReleaseOpen project.godot in Godot → press ▶ to start the simulation.
- Create Nodes: Click toolbar buttons (
+ Event,+ Function,+ Gateway,+ Buffer,+ Sink) - Connect Nodes: Drag from output ports (right) to input ports (left)
- Run Simulation: Click
▶ Playbutton in the control panel - Adjust Speed: Click speed button to cycle through 1x → 2x → 5x
- Monitor KPIs: View metrics in the right panel (items consumed, quality, throughput)
For detailed usage instructions, see Game/Scenes/README.md.
For architecture details, see EDITOR_GUIDE.md.
godot --headless --quit| Workflow | Trigger | Purpose |
|---|---|---|
| ci.yml | Push / PR | Build validation |
| export.yml | Tag (v*) | Windows & Linux exports |
To create a new release and automatically build Windows/Linux exports:
- Ensure CI is passing on your main branch
- Create and push a version tag:
git tag v0.1.0 git push origin v0.1.0
- The
export.ymlworkflow will automatically:- Build the game for Windows and Linux
- Package the builds as zip/tar.gz archives
- Create a GitHub release with the artifacts attached
Tag naming convention: Use semantic versioning (e.g., v0.1.0, v1.0.0, v1.2.3-beta)
- Tags without a hyphen (e.g.,
v1.0.0) → standard release - Tags with a hyphen (e.g.,
v1.0.0-beta,v1.2.3-rc1) → pre-release
- Fork the repo
- Create a feature branch
- Run
dotnet build - Submit a PR
All contributions must pass CI and follow .github/copilot-instructions.md.
This project uses .editorconfig for consistent code formatting:
- C# files: Use tabs for indentation (tab size = 4)
- GDScript files: Use spaces for indentation (4 spaces)
- JSON/YAML files: Use spaces for indentation (2 spaces)
Godot Editor automatically respects .editorconfig settings in Godot 4.5+.
When you create or edit scripts in the Godot editor, it will apply the correct indentation style.
Visual Studio Code and other modern editors also support .editorconfig natively.
Code: MIT
Assets: CC BY-NC-SA 4.0
Credit required, non-commercial use only for assets.
- Node editor MVP
- JSON graph import/export
- Tick simulation + KPIs
- Pixel mini-game prototype
- Kusintel AI tree
Note: Web deployment is not available for Godot 4.x with C#/.NET due to upstream limitations. Native Windows and Linux exports are supported.
"Every tick a beat. Every commit a note." — Pixel 🕷️✨