Games

Chill

An idle collection game. Set a trap, step away, and come back to find one more entry filled in your codex. Roam forest, cave, lake and snowfield, meeting one creature at a time. Design is complete; implementation is at an early stage.

2026In progressAI-assisted

Overview

"Every trap I set reveals one more species of an unknown ecosystem. The quietest way there is to fill a codex."

An idle collection game in the Chillquarium lineage, with two differences. What you collect is land-dwelling, moving creatures rather than fish, and the core cycle is discovery and capture through traps and bait rather than raising and selling.

It is not an action or combat game. The player never catches anything directly. Setting the trap, choosing the bait and walking away is the whole of the player's part; time produces the result.

Design

The core loop starts by setting a trap, choosing bait and stepping away. You come back, check the catch, register it in the codex, and deeper regions open up.

There are four regions: forest, cave, lake and snowfield. Each has its own species and its own required bait.

The design is complete across 11 chapters, covering world, gameplay, collection, economy, progression, UI/UX, art and sound, technology, release and QA.

Current state

Implementation has begun in Godot 4.6, with the skeleton of the data loader, codex, shop, traps and time systems in place. Art assets are not in yet, so the build is still a grey-background prototype with buttons. That is why no screenshots are attached to this entry.