Panopticon: The Hacker (~68k+ words)

Thank you so much for coming back to it! Next update is probably going to be a bigger one. Definitely plan to have character’s react to customization options, just have to figure out how to put that in place. Also, good call on the grayed out boxes for choices already picked I.e. the first phone call choice and then in the hub etc. I had already considered this but now I’m almost definitely going to implement that.

Unsure on whether I will end up using stat bars or just percentages but definitely worth a look into. If you like the WIP definitely keep coming back occasionally as we’re just getting started!

Thank you all so much for the support!

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UPDATE 6/4/26 23:10

Added the first proper stat-based consequence to the demo. Surveillance Risk now affects what approaches are available during the Helix section, so cleaner options can get locked if you have been leaving too much heat behind.

Also tightened pacing a lot in the opening and hub sections. Current demo is around 13k raw script words and feeling much more like an actual game now instead of just connected scenes. I’m so excited! Also decided Panopticon: The Hacker is going to be the first book in a planned series. As ever, feedback is extremely important to me!

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Major structural progress today.

Reworked the internal Helix sequence so it plays more like an actual system rather than a linear scene. Different approaches now feel more distinct, and early stat checks (especially Surveillance Risk, Nerve, and Empathy) are starting to meaningfully change what options are available and how cleanly things go.

Fully rewrote the ORACLE reveal scene. It now reacts more to your stats and route, and leans harder into the idea that this isn’t just a tool — it’s a system for shaping outcomes under the guise of probability. Tried to keep the tone grounded and uncomfortable rather than dramatic.

Spent a lot of time cleaning up the hub and underlying structure. Preparation options are now more focused, and I’m trying to follow a rule going forward: if something exists, it should matter. Rather than adding more systems, I’m working on making the current ones (Humanity, Guilt, Suspicion, etc.) actually have weight across scenes.

Also reorganised the startup file to keep everything readable and avoid things getting messy later. No new major features, just making sure the foundation is solid before expanding further.

Current word count is ~15k and let’s just say I’m not running out of ideas any time soon! :squinting_face_with_tongue:

Next steps:
– Strengthen how individual stats affect outcomes across multiple scenes
– Further differentiate routes (Lena / Malik / Ivy / Solo) so they feel like genuinely different approaches
– Continue expanding content, but with a focus on depth rather than breadth

As always, feedback is massively appreciated — especially on whether choices feel meaningful and if the tone is landing.

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What’s new:
Added dynamic companion system
You now start with a single contact and can choose to bring others in later.
Companions are no longer just “picked routes” — they exist in the world and can join or leave based on your actions.
Implemented breakpoint decisions during missions
Certain choices now have lasting consequences on your team.
Companions react to how you approach problems, not just what you achieve.
Added philosophy-based companion reactions
Characters respond differently to:
moral decisions
hesitation under pressure
reckless vs controlled actions
They can now leave permanently if pushed too far.
Improved scene pacing and feedback
Broke up longer sequences into smaller beats for impact
Added clearer stat feedback in key moments (e.g. suspicion changes)
Expanded hub functionality
“Team meeting” scene now reflects who is actually present
Contacts and interactions update dynamically based on companion state
What’s next:
Rework the final mission to include team member support based on relationship and trust
Increase stakes across later scenes
Expand player customisation so it meaningfully affects interactions (currently limited to gender, sexuality, and appearance flavour)
Targeting ~130k words for full demo / beta

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Is anyone actually still reading these updates?

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Yes, Please Continue Your work The Story is Good.

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Thank you so much! It’s starting to turn into more work than I imagined when starting this project but I keep getting new ideas. Next update will involve way more world-building and city districts each with their own vibe

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You’re doing a great job adding more content to this! It has a lot more mechanics already and next time I play I’ll try to build a team and hang out with the characters (this time I inadvertenly ended up working alone lol).

Is this the end of the game for now? Once I reached this part carrying on looped back on the same scene:

If you want some subjective feedback, I personally found the drone scene a bit confusing, I didn’t quite understand what was happening. Also, the writing style has lots of sentence fragments, which suits the genre as it makes the action feel more fast-paced, but I did notice that the structure “Not X. Just Y” shows up quite often — adding some variation here could help the scenes feel more distinct.

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Hey thanks for playing again! Yeah the loop is effectively the end of the demo as of right now (sorry, it should have closed not looped!). Tbh I value constructive feedback more than anything else, it helps me see where I’m going wrong/missed the mark. Will work on the drone scene to make it make much more sense in context, tbh I wrote that scene standalone before using CS to work it into the Downtown mission so that makes sense as to why it feels out of place and yeah the short, punchy, action format is intentional but could use some variety in places. Right now the main thing I’m working on is building the world and The City where Panopticon is set specifically, keep your eye out for more! (Did you notice the solo playthrough felt more distinct with the new options?)

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Yep I definitely noticed that there’s references to working alone if that’s what you’re doing, like how you’re on your own when deciding how to sneak in and there’s no one to tell you if your method is a bad idea (which has its own appeal).

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Yess! That’s exactly what I was going for and I’m glad it landed

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Small Update 20/4/26:

  • Cleared up prose in places
  • Cleaned up repetition in scenes
  • Corrected bug so conversations with allies don’t repeat twice - should feel dynamic each time
  • As always open to feedback and excited to hear your thoughts
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Update 23/4/26:

Did a setting/prose pass today on a few district scenes

Spoiler?

(and added a few more)

Main thing I wanted to improve was making the city feel more naturally part of the story and mechanics instead of just background flavour. Tightened some prose and added more district-specific atmosphere so the different parts of the city feel more distinct in play.

Touched up:

  • Exchange Quarter / Glassbank content
  • River District
  • Outer Blocks

Mostly a writing/worldbuilding update, but one that should hopefully make the game feel stronger and more grounded overall.

And FINALLY the game now has a playable start-to-finish structure.

This does not mean the game is finished-finished, polished, balanced, or submission-ready yet, but the main spine now connects properly from the opening through the late-game route lock and into endings.

Today’s update includes:

  • Fixed broken scene transitions

  • Connected the late-game route lock properly

  • Added final route/ending flow instead of the old demo stop

  • Added a playtest skip option for jumping closer to the final act

  • Cleaned up some progression logic around districts, Meridian, and

    SPOILER!!!

    the Ivy betrayal route

  • Ran a reference pass for missing labels, broken scene calls, and missing variables

There is still a lot I want to tighten — especially prose, pacing, companion fallout, late-game reactivity, and making sure the endings feel earned rather than just technically reachable — but this is the first time the project actually feels like a full game skeleton rather than a growing demo with a cliff edge.

As always, feedback is very welcome, especially around pacing, whether the late-game choice feels natural, and whether the companion reactions still feel human once the story starts getting heavier.

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Not so much of an update as me saying I am still working on this! Currently over 60k wc including code and I plan to update the demo link when I have something even more substantial to share. My endgame target for when I actually submit is around 130k words, although this could easily end up being way more or way less! Just so I have a rough idea, how many of you are actively looking forward to these updates?

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Hi! Sorry it’s been so long since I last posted about this.

For anyone coming across the game for the first time, Panopticon: The Hacker is a ChoiceScript game where you play as a hacker who gets pulled into a conspiracy involving HELIX, corporate surveillance, predictive systems and something called PANOPTICON. You’ll investigate different parts of The City, build relationships with the people dragged into this with you, decide who you trust, and eventually have to work out what exactly you want to do with the system once you understand what it was built for.

Development ended up taking a lot longer than I expected. I started a new job in the meantime, which has eaten into my free time considerably, although apparently my response to that has been staying awake far too late hyperfocusing on the game and writing enormous drafts when I should probably be asleep.

The current version has had a substantial rewrite since I last worked on it publicly. The main story, characters, locations and routes are still the ones I originally designed, but I wasn’t happy with a lot of the prose and some later scenes weren’t properly integrated into the game. I’ve gone back through it, rewritten the narrative voice, connected those scenes properly, expanded several character/story threads and reworked the final section of the game.

There has also been a frankly unreasonable amount of CS debugging involving route flags, impossible choices, scenes returning to the wrong place and obscure combinations of decisions that apparently only Randomtest is deranged enough to discover.

The current build passes Quicktest and has been undergoing a 10,000-run Randomtest before I start relying more heavily on human playtesting.

Currently, Panopticon: The Hacker is around 65,000 words (65,000 words of prose / roughly 88,000 words including CS code and branching), with 4 main chapters plus the endgame, and I’d estimate it’s roughly 90% complete. The main story and endings are in place, so most of the remaining work is playtesting, bug fixing and final editing.

I’m aiming to post development updates approximately every 4 weeks, although I’ve learned better than to make extremely confident promises about my ability to maintain a sensible writing schedule.

To play the current demo, go here:

CoGDemos [btw does anyone know how to change my username on CoGDemos without creating a new account?]

Feedback is very welcome, particularly on the characters, pacing, choices, continuity, bugs and any sections where the writing feels noticeably weaker than the rest.

AI Disclosure

☐ No — This project does not contain the output of Generative AI
☒ Yes — This project contains the output of Generative AI

I used generative AI during development to help flesh out rough drafts of some of the main chapters and to assist with ChoiceScript coding/debugging as the project became increasingly complicated.

The story, setting, characters, routes and overall creative direction are my own. I have since gone back through the generated prose and rewritten it in my own voice, but because generative AI output has been part of the development process, I want to be transparent about that rather than claiming the project has never contained it.

AI has also been particularly useful for helping me identify coding problems, trace variables and untangle CS logic when I’ve managed to create yet another collection of flags that made perfect sense to me at 4am and considerably less sense the following morning. Also, I’ll be honest, as a neurodivergent writer outsourcing errors and typos to gen ai has been a massive lifeline during this process and I truly believe if I hadn’t done it this way I’d have struggled with overwhelm and ended up with yet another unfinished project which isn’t what this deserves!

CONTENT WARNING

Panopticon is a dystopian cyber-thriller intended for mature audiences.

It contains themes and depictions including:

  • pervasive surveillance and loss of privacy

  • institutional and corporate abuse of power

  • profiling, predictive policing, and discrimination

  • coercion, manipulation, blackmail, and psychological control

  • violence, threats, injury, and death

  • trauma and mental health struggles

  • references to suicide and self-harm

  • substance use

  • poverty, housing insecurity, and class inequality

  • hacking, criminal activity, and illegal access to data

  • morally difficult choices with potentially harmful consequences

Some material may be especially uncomfortable for players with personal experience of surveillance, institutional mistreatment, coercive control, poverty, or being treated as a risk rather than a person.

Player discretion is advised.

DISCLAIMER

Panopticon is a work of fiction.

All characters, organisations, technologies, systems, and events depicted are fictional or used fictitiously. Any resemblance to real people, companies, government agencies, surveillance programmes, predictive systems, or historical events is coincidental unless explicitly stated otherwise.

The game explores surveillance, algorithmic decision-making, institutional power, political conflict, crime, and resistance as fictional themes. Depiction does not constitute endorsement of any character’s actions, ideology, methods, or conclusions.

Technical elements involving hacking, surveillance, data collection, and security are fictionalised for narrative purposes and should not be treated as instructions for real-world activity.

Panopticon © Somethinkorignl.

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Email the volunteer who runs COGDemos (EvilChani) so that they can change your user on their end. You can find the support email under account information (pretty sure?).

Impressive rewrite and make sure you’re sleeping enough. :slight_smile:

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I’m definitely not haha but thank you!

For tidiness we have one thread per WIP on here so I’ve reopened the original thread and merged them, good luck with the project!

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