Where Earfh stands
Earfh is a top-down twin-stick roguelite about working a shift at the dumbest company left on Earfh. What runs today, what the last ten days of commits added, and what stands between it and Steam Early Access.
Earfh is a top-down twin-stick roguelite set in a collapsing, ad-choked, over-branded future. Every run is a shift. You pick one of three employees, fight through the stages, cash your wallet at a shop between them, and bank what is left as Stock, which survives your death and buys permanent upgrades. It is built in Godot 4.6, in GDScript.

Two kinds of code
The project began as an AI-generated package, written all at once against a game nobody had run, and much of that code was never connected to anything. So the README sorts everything into two piles. Wired means it runs when you press F5. Not yet wired means the script exists and nothing references it. Most of the work ahead is integration, and the question for each script is whether it survives contact with the running game or gets replaced.
What runs today
A run chains three stages, each ended by its own objective. You survive three waves in the Parking Lot, outlast a 90 second clock in the Food Court, and open four rooms one at a time in Back of House. A shop follows each stage. Then comes the boss level, four gated rooms that end at the Comb Overlord, a two-form fight (THE RALLY, then SECOND TERM at half health) with seven telegraphed attacks.
Around that loop sit three characters with an ability each, three weapons (pistol, shotgun and a ricochet that banks off walls), Stock upgrades, breakable crates and explosive barrels. Each stage is lit only by its own lamps, and nothing that can hurt the player is ever darkened.
Some of it is not wired yet. WaveManager.gd exists and does nothing. There are no sound effect files, so every sound call is silent, though the music is in. The second boss, the Pen Pal, is built and fightable, but only in a debug practice arena until act 2 exists.
Almost every number is marked in the README as a first guess. The Comb Overlord is the exception so far. The first playtest fight lasted 26 seconds, and his health went from 300 to 600.
What changed recently
The repo sat untouched from December 2025 until September 17, when a repair pass moved it to Godot 4.6 and fixed the parse error that had kept it from booting. Nine months of not booting had hidden two crash-on-first-shot bugs behind it.
Since then there have been 339 commits in ten days. Weapons landed on September 20, the boss level on the 21st, and the run loop, shop and loot on the 22nd. Stock came on the 23rd, the characters and new enemy art on the 24th. On the 25th the Comb Overlord got his full moveset, the Pen Pal was built, and Steam became the release target. Lighting and set pieces followed, and the latest addition is a perfect-dash chain that rewards a dash timed to a roll charge coming back.
What is next
The target is Steam, PC first. The first milestone is Early Access once the two-act run exists, with act 1 ending at the Comb Overlord and act 2 at the Pen Pal.
Before Early Access, the roadmap lists six jobs.
- Move to the desktop renderer and play-test the look after.
- Add sound effects.
- Make a Windows export preset and a build that runs outside the editor. CI has built one on every push to main since September 25.
- Set up Steamworks, with a store page, capsule art, a trailer and a Steam Deck check.
- Choose a license.
- Check Steam's content rules for political parody, because the Comb Overlord is one, and fill in the content survey honestly.
Under all of it sits an instruction the roadmap repeats in section after section. Tune it by playing.