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Nothing

Nothing

by Pixelatto

★ 94%
Price $0.99
Avg Players 28
Reviews 9,260
Released Jan 10, 2024
ActionAdventureAuto BattlerCasual
View on Steam ↗

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Nothing is a game built around the concept of doing absolutely nothing, stripped of traditional progression systems and goals. Its deliberately minimal design inverts typical idle game expectations, presenting a philosophical experience rather than a mechanical grind. It's designed for players seeking something unconventional and willing to embrace inactivity as the core mechanic.

About this game

What players are saying

▲ Recommended 0 hrs
It truly is just doing nothing, all the code is in a single file.

Here it is:


// Nothing
using TMPro;
using UnityEngine;

public class Nothing : MonoBehaviour
{
private enum GameState
{
NotStarted,
InProgress,
GameOver
}

private GameState currentState;

private float inactivityTime;

private float startupPeriod = 1f;

private float stateChangeTime;

public TMP_Text timerText;

private string nothingLabel = "<color=#FFFFFF>Nothing</color>";

private string somethingLabel = "<color=#000000>Something</color>";

protected bool didSomething
{
get
{
if (!Input.anyKeyDown && !Input.GetMouseButtonDown(0) && Input.touchCount <= 0 && !(Input.acceleration != Vector3.zero) && Input.GetAxis("Mouse X") == 0f)
{
return Input.GetAxis("Mouse Y") != 0f;
}
return true;
}
}

private void Start()
{
timerText.text = "Press any key to start doing " + nothingLabel + "\n";
}

private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
}
switch (currentState)
{
case GameState.NotStarted:
if (Input.anyKeyDown)
{
currentState = GameState.InProgress;
stateChangeTime = Time.time;
}
else if (Time.time >= startupPeriod)
{
timerText.text = "Press any key to start doing " + nothingLabel + "\n";
}
break;
case GameState.InProgress:
timerText.text = "You have been doing " + nothingLabel + " for\n" + TimeTextFormatted() + "\n";
inactivityTime += Time.deltaTime;
if (Time.time - stateChangeTime >= 1f && didSomething)
{
stateChangeTime = Time.time;
currentState = GameState.GameOver;
}
break;
case GameState.GameOver:
timerText.text = "You did " + somethingLabel + ", you lost\n You did " + nothingLabel + " for " + TimeTextFormatted();
if (Time.time - stateChangeTime >= 1f && Input.anyKeyDown)
{
ResetGame();
}
break;
}
}

private void ResetGame()
{
currentState = GameState.NotStarted;
inactivityTime = 0f;
timerText.text = "Press any key to start doing " + nothingLabel + "\n";
stateChangeTime = Time.time;
}

private string TimeTextFormatted()
{
int num = (int)inactivityTime;
int num2 = num / 86400;
num %= 86400;
int num3 = num / 3600;
num %= 3600;
int num4 = num / 60;
num %= 60;
string text = "";
if (num2 > 0)
{
text = text + num2 + ((num2 == 1) ? " day" : " days") + ", ";
}
if (num3 > 0)
{
text = text + num3 + ((num3 == 1) ? " hour" : " hours") + ", ";
}
if (num4 > 0)
{
text = text + num4 + ((num4 == 1) ? " minute" : " minutes") + ", ";
}
return text + num + ((num == 1) ? " second" : " seconds");
}
}



Edit: I never expected this 💩 post to actually become the top review lol.

For everyone wondering and asking questions in the comments I'll try and answer some.
- most of the file size of the game comes from the unity engine and its libraries. It's basically stripped down to the minimum, but could be stripped further with some engine optimizations
- I decompiled this using a program called ILSpy, which is free and can decompile most unity games as long as they were compiled with Mono and not IL2CPP
- yes there are inefficiencies and bugs in this code, but they really don't matter.
- yes this is technically not allowed and if the dev requested it, I would take it down. However, it's basically free advertising as there's really nothing worth keeping secret in this file. (If there was, they would've compiled it to IL2CPP to obfuscate)

All in all, this took about 30 seconds to do from downloading the game to posting the review. Try it out on some of your favorite unity games, it can be fun to see how they work. All the C# scripts get compiled into a file called CsharpAssembly.dll in the managed resources folder.
3890 found helpful Steam ↗
▼ Not recommended 14 hrs
too much content


Update still way to much


https://steamcommunity.com/sharedfiles/filedetails/?id=3141251505
2534 found helpful Steam ↗
▲ Recommended 0 hrs
More innovative than Starfield.
Can we vote this game for most innovative Gameplay for the Steam Awards 2024.
1024 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Moventure

125 days ago
I'm incredibly excited to announce that I'm working on a new game!Over the last few years, I’ve been experimenting to find a project that "sparks" my creativity the same way Reventure did. I did try a "Reventure 2" a few times, but that didn't quite click. After some years of focusing on "less-is-more" and taking better care of my physical self, Moventure finally happened.If Reventure was about 100 endings, Moventure is about 100 ways to move.Here's a bit on how the movement feels in the game engine The goal is to explore how your character moves around the world, controlled with just two buttons and zero tutorials. I missed that NES-era feeling of picking up a gamepad and just experimenting. That feeling is back, but with modern game design and all the sillyness I like to put in my games.Key features:Expressive movement: Thousands of hand-drawn animations, pixel by pixel, frame by frame, and embedded in a parametric system to push the character's expression as far as possible.No tutorials: I don't like making tutorials and you don't like completing them. And that'd kill all the fun in a game about exploration and discovery!Emergent chaos: An interaction-matrix-approach that makes entities interact with anything in ridiculously funny and unexpected ways.100+ levels: Each packed with secrets and tributes to the games that shaped videogame history.My kids as playable characters: They wanted me to put them in the game, and they are the ones really in charge here, so...The game is in a quite advanced state and I hope to release it in the next few months. In the meantime, you can wishlist Moventure here. I really hope you love Moventure as much as I’m loving building it.Sincerely,Javi

Posts come from Steam's official announcements feed.

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