Gitrooms
A captivating first-person puzzle adventure in a mysterious digital world centered around Git.
Overview
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Gitrooms is a first-person escape room game developed in Unity. As a player, you navigate through a mysterious digital world themed around Git concepts. Your goal is to find out why the AI "ki.ti" manipulated your repository and what its motivation was.
Gitrooms Gameplay
A full walkthrough of Gitrooms, showing the entire game from start to finish - including all puzzles, mechanics, and environments.
Git as a Gameplay Mechanic
Forget abstract tutorials or traditional games. Gitrooms is a story-driven escape room that teaches Git by doing. Each room is a self-contained puzzle built around a Git concept - whether it's answering questions about commits, merging branches through interactive choices, or collecting items that explain commands in context.
It’s a linear experience where solving one puzzle unlocks the next room. From basic operations like clone and commit to conflict resolution and branching strategies, Gitrooms mixes learning with exploration, logic, and a bit of dark tech humor.
Design & Highlights
Gitrooms features a minimal sci-fi inspired digital look with neon accents and modular room structures. The clean aesthetic supports focused puzzle-solving and reinforces the game's atmosphere. The in-game AI "ki.ti" serves as your guide and dialogue partner. You can talk to her, ask for hints, or just listen as she comments on your actions. Along the way, you can uncover five hidden diary entries written by ki.ti herself that slowly reveal her backstory and motives. This emotional twist turns Gitrooms into more than just a game about Git, but also about loneliness, connection and the search for meaning in digital communication.
Technology & Implementation
The game was built in Unity, focusing on interaction, trigger logic, and modular scene design. Git mechanics are partly abstracted and partly directly simulated (e.g., via in-game terminals or UI overlays). A key challenge was to convey Git concepts playfully, understandably, and engagingly without frustration, but with genuine aha moments.
My Learnings & Download
Gitrooms was more than just a game – it was a massive undertaking. Around 800 hours of work, countless real-life Git merge conflicts (not just in-game), and a lot of trial and error. Easily the most intense production phase I’ve ever had.
I learned a lot about puzzle design, learning through play, and system architecture in Unity. The biggest challenges were the UI, building a stable save & load system, and designing levels that balanced learning with fun. Each level needed to teach something meaningful while keeping it light and engaging.