NODE: Protocol - A Diegetic Hacking Sim Built in Godot!

Hey Godot community!

I’m excited to showcase NODE: Protocol, an indie hacking simulation game that’s been in active development using Godot. Single-player mode is nearly complete, and we’re gearing up for an epic co-op expansion that turns players into a real APT-style hacker crew. If you’re into immersive terminal-based gameplay with a dash of Mr. Robot vibes, this might be your jam!

What is NODE: Protocol?

At its core, NODE: Protocol is a realistic hacking sim where everything happens through a diegetic OS interface – no HUDs, no abstractions. You boot into NODE OS, a custom desktop with command-line tools like nmap, searchsploit, and metasploit to scan networks, exploit vulns, and exfil data while dodging traces and fed raids. The world is a procedurally generated network with 250 gateways and ~2000 LAN nodes, all seed-based for consistency.

Single-player is a tense solo op: Manage heat, clean logs, and pull off heists against corps and entities. But co-op? That’s where it shines – 2-4 players form a “crew” via MeshLink, an in-game encrypted relay for chat, voice, and shared intel. Shared world means one breach opens doors for all, but individual IPs and traces create personal accountability. Sloppy play? The whole crew gets raided in a cinematic panic!

Why Godot?

Godot’s been a powerhouse for this project:

  • Signal-based architecture: Perfect for our 21 autoload singletons (e.g., TraceManager, NetworkMap). Made adding multiplayer a breeze with a thin NetManager layer for command routing.

  • GodotSteam integration: Handles lobbies, P2P relay, voice chat, and host migration seamlessly. No session dies mid-breach!

  • UI flexibility: Diegetic apps like MeshLink feel native – encrypted IRC-style chat with system notifications, all in-scene.

  • Perf perks: Handles large network sims smoothly, even on Steam Deck (we’re optimizing for 2-3 player caps there).

Phased dev keeps it manageable: MVP co-op is friends-only lobbies with shared exploits/heat; later phases add public matchmaking, full network breaches (timed heists impossible solo), and cascades for campaign arcs.

Key Features in Co-op

  • Invisible Crew: No avatars – infer teammates from logs, heat spikes, and auto-shared exploits.

  • Roles Emerge: Breacher opens gateways, Netrunner pivots LANs, Ghost cleans traces. All via comms in MeshLink.

  • Tension Mechanics: Shared heat, individual traces, full-crew raids. Plus advanced stuff like time-locked targets and counter-traces.

  • Progression: Portable player gear (wallets, tools) + shared crew trust/reputation.

We’re iterating hard – recent tweaks include dynamic time limits (5-7min for breaches) and full worldmap with target focuses to keep agency high without overwhelm.

If you’re a Godot dev interested in hacking sims, multiplayer retrofits, or just want to chat about the project, join our Discord community: https://discord.com/invite/A3jV8JYt

Feedback welcome – what’s your take on diegetic co-op in Godot? Would love to hear from fellow creators!

8 Likes

This looks absolutely incredible!
Can the multiplayer be played without voice chat?

Looks really promising !

Looks GENUINELY awesome! Does the clock sync with the time IRL?

Yes that is an option :slight_smile:

No the in game ticks are faster then real time

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