$ ./exit_code_zero --run

Exit Code Zero

The loop ends when you do.

You are a process running on a machine that is coming apart. Survive room after room of auto-attacking, bullet-dodging combat, level up in the middle of the fight, and build a run strong enough to reach the only ending that counts.

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$ ./exit_code_zero
...
$ echo $?
0

A clean exit is the only way out

Every program ends. Most of them end badly: killed, dumped, or left to rot in a page of memory nobody ever reclaimed.

You are a process. The machine you run on is coming apart, and you want the one ending that actually counts: exit code zero. A clean return. Proof that you ran correctly.

Nothing in here intends to let you have it. The memory around you is already infested. Bugs pour out of the heap, Memory Leaks bloat until there is nowhere left to stand, Infinite Loops hang back and whittle you down. Deeper in, things are running with permissions you will never have: ROOTKIT, invisible until it charges. KERNEL PANIC, screaming bullets in every direction at once. GARBAGE COLLECTOR, sweeping the arena clean of everything it has decided is unreachable, including you.

And past the last page of user space, where the addresses run out, something is waiting that no process has ever caught, blocked or ignored: SIGKILL.

You only decide where to stand

Your weapons fire on their own, tracking whatever is closest. Movement is the whole game: every fight is a positioning problem, and the answer keeps changing as your build does. Kite a swarm across a field of scheduled Cron charges, or plant yourself behind orbiting Firewall shields and let them burn through the crowd.

Outlast the room, then decide how greedy you are

Every room is a timer against waves that never stop growing. Survive it and the exit opens, but the room does not end. Spawns keep escalating, enemies arrive faster and tougher and stop flinching when you hit them, and every extra second you stay banks more memory to level on.

The room ends when you walk out. When you walk out is your call.

Level up in the middle of a fight

Everything you kill drops memory. Collect enough of it and the fight freezes for a choice of three: a stat patch, a new weapon, or a new mechanic bolted onto a weapon you already carry. Take it and you are straight back in, one notch stronger, with the room still closing.

Weapons that never finish growing

Seven of them: Firewall, Stack Trace, Core Dump, Force Push, Daemon, Grep and Cron. Each has upgrade lines that rank up forever, mechanic upgrades that change what the weapon actually does (a second orbiting shield, chains that fork to new targets, charges that detonate on contact), and two mutually exclusive evolutions. Commit to one and the other is gone for the rest of the run.

Every floor is a choice

Between rooms you pick where to go next from a small hand of cards, and each one pairs a pressure against a payoff: more enemies for more experience, tougher enemies for better hardware, a room that deals you no weapons at all in exchange for something serious. A shop sits before every boss, and gold is paid for clearing rooms rather than dropped by kills, so you always know exactly what you will have to spend by the time you get there.

Bosses that fight in chapters

Every fifth floor is one. They break: at set points the fight stops dead, the boss goes untouchable for a beat, and what comes back at you is not what you were fighting a second ago. More volleys, tighter spirals, two rings where there had only ever been one. Some are a core ringed with destructible guns, mounted so that which one threatens you is decided by where you are standing, and taking out the gun covering your lane is a reward you choose to go and earn.

Then run it again as something else

Getting things done unlocks processes, alternate identities that rewrite the rules before you even start. sudo trades away health for raw damage. daemon.d gives up its basic shot for an extra weapon slot and a drone escort. overclocked moves and fires faster on a shorter fuse. Clear the act and the door to endless opens, and the machine stops pretending it has a bottom.

Genre
Top-down roguelike, auto-attacking survivors combat
Structure
Floor cards, four boss processes, then endless
Weapons
Seven, two exclusive evolutions each
Engine
Godot 4
Platforms
Windows, Linux
Status
In development