What this is

A 3-floor procedural office building generated via recursive partition. Carpet, tile, concrete — surface affects footstep noise. Lights you can toggle to create darkness. A real-time light meter HUD showing your visibility. Guards patrol fixed routes with raycast-LOS vision cones (toggle visualization with V). Three-state AI: PATROL → SUSPICIOUS (yellow exclamation, investigates) → ALERT (red, alarm). Sneak up on a guard from behind and click for a silent takedown. Disable security cameras with E while crouched. Optional intel docs scattered through the building for score multiplier. Reach the vault on the top floor undetected.

Why this is mind-blowing

The Splinter Cell engine took years to build. This nails the core loop in one prompt. Light meter, vision cones, suspicion decay, takedowns, vault — the whole stealth grammar. Procedural office means a different layout every reset.