Under the Hood

Escape from Pinehaven is built on GECS, a Godot Entity Component System framework. Every object in the game world — players, zombies, doors, bullets — exists as an entity with composable components. Systems query and transform this data each frame. Observers react to changes. The result is a codebase that’s modular, testable, and extensible.

Saves capture the complete world state, including entity relationships, behavior states, and deletion tracking. Load a save and everything is exactly as you left it — down to which zombies you’ve killed and which doors you’ve unlocked.

Reusable Systems

Combat & Health

Health SystemDamage processing, armor multipliers, healing, death triggers
Projectile SystemRaycast collisions, surface-specific impacts, physics impulses
Screen Effect SystemTimed visual overlays (damage, underwater, fire)

Movement & Navigation

Movement SystemVelocity processing for all body types (Character, Rigid, Static)
Footstep SystemSurface-aware footsteps with velocity-adjusted timing
Stamina SystemDrain on sprint/jump/attack, recharge when idle

World Interaction

Door ComponentProximity, touch, or use triggers; auto-close; rotation animation
Lock ComponentKey-based unlocking, property change notifications
Button ComponentPush/toggle modes, cooldowns, integration with action system
Portal ComponentLevel transitions with target level and spawn point

AI & Behavior

Attention SystemStimulus input queue, decay over time, perception buffers
Behavior SystemFSM ticking integrated with ECS, persistent blackboards
Horde BehaviorZombies follow other aggressive zombies toward targets

Tools & Extensions

Action NodesVisual scripting for triggers, conditions, and effects
Trenchbroom IntegrationQuake-style brush mapping via FuncGodot
Custom CampaignsLoad additional PCK files with new levels and assets
Explore the Code