| ๐ซ๐ท Franรงais | ๐ฌ๐ง English | ๐ช๐ธ Espaรฑol |
|---|---|---|
| README.fr.md | You are here! | README.es.md |
This project was developed during the second year of a Computer Science degree (DUT) at the IUT de Montreuil in 2016. It served as the final project for the Video Game Development course.
We were a team of 4 students. The objective was to design a complete stealth game using Unity and C#.
โ ๏ธ The game is exclusively available in French.
You are interviewing for an internship at Woodle, a renowned tech company. During the interview, you present a revolutionary project idea.
The company decides not to hire you... but you soon discover they have stolen your idea to develop it themselves!
Injustice! You decide to take matters into your own hands. Your mission: infiltrate Woodle's headquarters at night using various secret identities. Your ultimate goal is to access the central server to erase all traces of your project and prevent the company from profiting from your work.
Infiltration blends narrative, strategy, and stealth:
- Identity System (Lives): Your identities are your "lives." If you are caught, you lose your cover and must return under a new identity to continue the mission.
- Stealth & Discretion:
- Visual: Avoid the guards' vision cones.
- Auditory: A noise system is integrated. Walk carefully; heavy footsteps can alert nearby guards.
- Tactical Hiding: You can hide in trash cans to escape guard surveillance, but beware: this is only possible if no enemy has spotted you yet!
- Narrative: A scripted tutorial mode sets the stage with the job interview and the company's betrayal.
- Varied Levels: Each team member designed specific challenges to test your reflexes and patience.
The game offers an exacting level of difficulty:
- Cunning Enemies: Some guards have unpredictable behaviors and won't be easily bypassed.
- No Hiding Once Spotted: If an enemy already has you in their line of sight, it's too late to hide in a bin. You must stay out of sight BEFORE seeking refuge.
- Game Engine: Unity (2016 Version)
- Language: C#
- Platform: Windows (x86)
A ready-to-play version (Build) is available in the Releases section of this repository.
- Go to the Releases tab.
- Download the
Infiltration_Archive.zipfile. - Extract the archive (contains the
.exe, the_Datafolder, and.pdbdebug files). - Run infiltration.exe.
To explore the scripts or scenes:
- Clone this repository.
- Open the folder with Unity Hub (version 5.x recommended for compatibility).
The game offers great flexibility to suit your playstyle, whether you are right-handed or left-handed.
| Action | Keys (Right-handed) | Keys (Alternative / Left-handed) |
|---|---|---|
| Movement | W A S D |
Arrow Keys (โ โ โ โ) |
| Run | Left Shift |
Right Shift |
| Slow down / Stealth | Left Ctrl |
Right Ctrl |
| Open Door | Space |
Space |
๐ก Pro-tip: Running generates significant noise (
XX), while walking while holdingCtrlallows you to be completely silent (--).
The game features a full soundscape. Audio is a core gameplay element: listen closely to guards' footsteps and alarms to anticipate danger!
- Recommended Method: Use the
Ctrl+Alt+Tabshortcut to exit the window and close the application manually.
The game's home interface where you can launch the infiltration mission.

The game begins with a narrative phase to learn the basics of stealth.
Objective: Access the main computer on the top floor.
Learning noise management and collecting key items like ID cards.
Once inside Woodle's premises, vigilance is key. Guards patrol with dynamic vision cones whose color indicates their alert status.
Dodge the guards' field of vision to keep your identity intact.
Pick up the map to reveal the location of nearby items.
The detection system is based on advanced management of guard vision and hearing. Pay attention to their beam color and alert icons:
- Patrol (Yellow Beam): The guard's normal state. They follow a predefined path, unaware of your presence.
- Aural Suspicion (Red Beam +
?): Guards are sensitive to noise (marked byXorXXon your HUD). If they hear a sound, they abandon their patrol to move immediately to the exact location of the noise to investigate. - Visual Detection (Red Beam +
!): If you enter a guard's field of vision, they formally identify you. Your current identity is compromised, and you lose a "life." - Sleep (Purple Beam): You may encounter sleeping guards. They cannot see, but stay quietโa loud noise can wake them up instantly!

A red beam with a ? indicates the enemy heard a suspicious noise and is moving to check the area.

A red beam with a ! signals immediate visual detection: you have been spotted.
An essential mechanic for survival, subject to strict conditions.
You can hide in trash cans, but only if you are not already in an enemy's line of sight.
The in-game interface displays crucial information for your survival:
- Identities (Lives): Located at the top left, these show the number of covers remaining before mission failure.
- Noise Indicator: Located at the top right, it changes based on your actions:
--: You are perfectly silent.X: Light noise, be careful of nearby guards.XX: Loud noise, you risk alerting the entire zone.
- Inventory: View your quest items and access cards in real-time.
Four of us worked on this project with the following breakdown:
- Boris Eng: Story co-author, tutorial creation, and all environment/decor design.
- Thomas Dunglas: HUD (User Interface) creation and design of one complete level.
- Lucas: Design and creation of one complete level.
- Me: Story co-author, tutorial creation, and gameplay mechanics.
I would like to thank my professors at IUT de Montreuil for proposing this project and for their valuable technical advice during this course.