For publishersworking draft
01 / 10WINDOW No. 6

Night shift
Other people's parcels
Your decisions

A short horror sim about a warehouse night operator. Check parcels against standing orders that contradict each other - then face the people whose things you shipped, shelved or destroyed at your window

Playable vertical sliceWindows · Godot 4.7EN / RU
02
Core loop

Five steps of one night

ReceiveInspectCross-checkDecideFace the consequences
GIF · full loop, 8-12 secondsParcel arrives → inspection → rule conflict → decision → knock at the window
03
Feature

Every box is a small investigation

It can be weighed, scanned, listened to and opened. Several standing orders can demand opposite decisions at the same time

14-C  Weight differs by more than 20% - open
33-F  Knocking inside - do not open. Quarantine
[!] Orders conflict: 14-C and 33-F
GIF · inspecting a boxShow the hands, the scale, the scanner and the conflicting requirements
04
Feature

Decisions come back to the window

Fourteen visitors come for specific things. Key characters return night after night: new parcels reveal their stories, and the operator's earlier decisions change the encounters that follow

A parcel introduces themA visit raises a questionThe next item tells the storyYour decision sets the ending
One shoe… who needs it besides me?
Your shift runs until six. I am in no hurry.
GIF · visitor at the windowKnock → shutter opens → conversation or handover
05
Position

Familiar genre, a different source of pressure

Papers, PleaseA growing rulebook and consequences that arrive late

Security BoothA booth, a window and darkness outside

The Closing ShiftA work routine that stays a routine for a long time

USPHere you inspect people's belongings, not the people. The consequences of your decisions reach the operator on their own - and knock at the window

Current build30-minute vertical slice

Full version10 nights, decisions carry between shifts

06
Status

The slice has been played by outside testers

Every system the full version needs already runs in the slice. Rules, parcels, items and lines are stored as tables

30 mincurrent build
10 nightsfull version · about 3 hours
3nights built
39parcels: 9 · 15 · 15
14visitors
2languages

Version0.3.0 · Windows

Slice ready3 nights · about 30 minutes

Slice content39 parcels · 14 visitors · 68 items

Release target10 nights · about 3 hours · multiple endings

Localisation719 strings · English and Russian

SystemsConveyor, tools, rules, lockers, window, dialogue and shift report

Team1 developer

External testsTwo streamers played the slice live
Chat during the streams
07
Roadmap

8 months to release

  1. Month 1-2Full external playthroughs and two iterations of game design audit: onboarding, the pace of the belt and the window, the difficulty curve and how readable the rule conflicts are. Trailer and capsules in parallel
  2. Month 2The Coming Soon page goes up as soon as the trailer and capsules are ready: six months are left before release, and wishlists accumulate the whole time
  3. Month 3-5Nights four to ten: arcs of the key visitors, script editing, new connected parcels and consequences carried between nights. 3D artist and animator work in the same window
  4. Month 5-6Polishing sound and feedback, EN/RU editing, QA and optimisation of the Windows build
  5. Month 6Demo on Steam - the same three nights of the vertical slice brought to release quality. Next Fest if it fits the calendar
  6. Month 7-8Final QA, localisation proofing, store preparation and release
08
Budget

Two production scales

Package A

Solo development

$40k

The whole game, its content and its integration stay with one developer. Specialists are brought in only for specific jobs

Development · 8 months$19,000

Sound and final audio mix$3,000

Game design audit · 2 iterations$2,000

Narrative audit: character arcs and endings$3,000

QA and external playtests$3,000

English copy-editing and EN/RU proofreading$1,000

Steam capsules and trailer$4,000

Contingency$5,000

Total$40,000

Ask to the publisherAt minimum - fund the completion of the solo version. Preferred - additionally reinforce production with a 3D artist and a character animator

Sums are fixed and broken down by line. Contractor rates are confirmed by quotes at contract stage; the contingency covers the difference

09
P&L

Break-even lands below the weakest reference

Price $9.99. Copies estimated from Steam review counts at 30 copies per review. Net per copy $5.50: after the store cut, regional pricing, discounts and refunds. Break-even is calculated on the full budget; doubling assumes the investment is recouped first and revenue is then split evenly

$44kconservative · 8,000 copies · ~270 reviews
$248kbase · 45,000 copies · ~1,500 reviews
$495kupside · 90,000 copies · ~3,000 reviews

Break-even, budget A7,300 copies · 245 reviews

Break-even, budget B11,100 copies · 370 reviews

Doubling the investment, A21,800 copies · 730 reviews

Doubling the investment, B33,300 copies · 1,110 reviews

Security Booth272 reviews · the floor of the genre

The Closing Shift2,900 reviews · work routine, the same audience

No, I am not a Human26,000 reviews · over 1M copies

ConclusionThe weakest reference in the genre clears budget A with room to spare. Doubling the investment happens at half the base scenario - a volume this niche considers modest
Copy estimates derived from review counts; sources: SteamSpy, games-stats, public publisher announcements
10
Contact

Next step - download the build