Thank you! I will do my best! <3
howingp
Creator of
Recent community posts

Hi everyone,
I recently released an early build of RCDR, a VHS-style survival-horror FPS roguelite I’m making in Godot.
The idea is that every run is a corrupted recording. You choose a deceased detective, enter the tape, and descend through procedural floors filled with hostile specimens, limited resources, and escalating threats. Each floor pushes you deeper into the experiment, with randomized skill choices shaping the run.


One part I’m especially excited about is the Service Manual. Between runs, you can modify the VHS Player to change how the recording behaves, but every upgrade comes with a drawback. For example, Rewind Buffer can cheat death once per run by snapping your body back to an earlier moment in the tape, but ammo, sanity, resources, and the world state keep their scars.

The current build is still early, so balancing, bug fixing, polish, more enemies, more floor themes, more weapons, and expanded Service Manual upgrades are still planned. I’d really appreciate feedback on the atmosphere, combat feel, pacing, and whether the core loop is clear.
You can play it here:
Thanks for taking a look.
Just want to let you know I had a lot of disconnects from the MCP bridge with Codex. So I asked codex to fix this issue and it is solved. Using your 1.14.1 version.
This is what I got after:
The bridge was failing because Codex had accumulated 13 stale node.exe **\server\build\index.js processes. They filled 6505-6509, but the Godot editor plugin polls 6505-6514, while the Node MCP server only scanned up to 6509. New Codex MCP launches could not bind a port, so the tool reported “Godot editor is not connected.”
Changed:
- Expanded the MCP server scan range to
6505-6514in [godot-connection.ts (line 15)](**\\server\\src\\godot-connection.ts:15). - Added shutdown cleanup for stdio close, stdin close/end,
SIGINT, andSIGTERMin [index.ts (line 71)](**\\server\\src\\index.ts:71) and [index.ts (line 167)](**\\server\\src\\index.ts:167), so abandoned MCP processes should release their WebSocket listener instead of lingering. - Rebuilt
**\server\build. - Stopped the 13 stale Godot-MCP Node bridge processes.
