COINFALL
1998. The arcade doors are chained. Six coin pushers are still lit, and they take payment either way. A PS1-era first-person horror roguelite.
COINFALL
- The doors of the Coinfall Arcade are chained from the outside. Six machines are still lit. They will take payment either way.
A first-person horror roguelite built around a coin pusher, rendered the way a PlayStation rendered things: vertices snapping to a 320x240 grid, textures swimming across polygons without perspective correction, fog swallowing the hall a few metres out, and every colour crushed to 15 bits and dithered.
The loop
Walk the fogged hall of dead cabinets and find a live machine. Press E to lock into the pusher field. Drop coins onto the reciprocating shelf, let the arm shove the pile, and take whatever falls over the ledge into your BANK.
Each machine is a chain of three quotas. Every quota is a bank target on a 60 second debt clock. Miss one and the machine takes its payment out of you: minus one VITALITY, of three. Clear all three and the machine dies and the next one wakes up.
Relics
Relic tokens ride the shelf among the coins. Push one over the ledge and you draft one of three, from a pool rolled fresh at the start of every run.
Passives change how the machine behaves — a greased shelf that pays more but jitters, an iron lung for a fourth life, a third hand that drops two coins where one of them is not yours, a heavy coin, a longer clock.
Actives are keybound, on cooldown, and cost CORRUPTION — nudge the shelf, halt the arm, drag the coins ledgeward, dump ten coins at once.
Corruption
Corruption is both the horror and the difficulty curve. It rises with every push, every active you spend, and every second you spend in debt.
It is never hidden. The fog closes in. The palette rots. The snap grid coarsens until the geometry crawls. Textures warp and scroll. The audio detunes and the arm's rhythm goes wrong. Teeth and eyes start riding the shelf among the coins. The hall is not the same shape when you walk back through it.
It also pays. Higher corruption means larger payouts, and one machine in the hall is a shrine that will burn corruption straight into bank.
Ending it
Clear all six machines to reach the CHANGE BOOTH, and push your entire bank in a single drop. The chains come off and the doors open.
Vitality at zero ends the run. So does corruption at one hundred.
RESIDUE carries across runs, unlocking starting relics and seeding new ones into the pool.
Built in Zero
Every material runs one authored ps1 surface shader: clip-space vertex
quantisation, affine UV interpolation, per-vertex Gouraud lighting, vertex fog,
15-bit colour with a 4x4 Bayer dither, and nearest filtering on 64-128px
textures. The models are authored low-poly meshes in the 300-800 triangle band,
one texture each, built from hard-edged quads the way a 1998 model actually was.
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