Defragged
GAME BREAKING BUG:
Don't step on a tile where a red door used to be, or the game will crash!

A first person grid based dungeon crawler set in a fragmented digital world.
You are Defragger, a system utility deployed by the Task Manager to restore order in a forgotten partition. Navigate block by block, cell by cell, eliminating hostile fragments that corrupt the system and drive your CPU usage toward critical levels. Collect free memory to stabilize performance, but be careful: if CPU usage reaches 100%, the Task Manager will terminate the process and force a restart.
Features
- Three Enemy Types: Face relentless pressure from close-combat Recyclers, long-range Fragments, and self-replicating Viruses, each designed to overwhelm you in different ways.
- Two Weapon Types: Rely on your trusty rifle, and later unlock grenades to handle tougher encounters and clustered threats.
- One Epic Boss: Faster, stronger and meaner than the regular Fragments, driven by a single directive: eliminate the Defragger.
- Retro-Futuristic Synthwave World: Explore a vivid neon gridscape shaped by digital decay and classic cyber aesthetics.
- Procedurally Generated Partitions: Every run features a newly fragmented layout to defragment, complete with locked doors that require access keys to progress.
- Immersive Cyber Audio: Dive into pulsating synth-driven music and digital soundscapes that heighten tension and atmosphere.
Controls
- W / Up arrow / NUM 8: move forward
- S / Down arrow / NUM 2: move backward
- Q / Left arrow / NUM 7: turn left
- E / Right arrow / NUM 9: turn right
- A / NUM 4: strafe left
- D / NUM 6: strafe right
- Space / Ctrl: Attack
- R / Shift: Grenade
Hints and Tips
![]() | This is an intact block, recognizable by its continuous walls. You don't have to do anything with these. Look for the fragmented blocks instead. |
![]() | This is a fragmented block, recognizable by its broken walls. Four of these are scattered across the partition. Find them, enter, and use the elevator to access and clean each cell. Once all enemies within a level are eliminated, you can proceed to the next. |
![]() | This is a Fragment. Every cell of a block has one or two of them. Just hit them with you rifle a few times, while dodging their attacks, and you will be fine. |
![]() | This is free memory. It restores some of your CPU (health). |
![]() | This is a Recycler. They start to appear outside the blocks after you cleaned your first fragmented block. They attack at close range and drop free memory once destroyed. |
![]() | This is a red key. You will need it to open locked doors. |
![]() | This is a Virus. They start to appear after you cleaned one or two blocks. They multiply and attack at close range, so eliminate them as quickly as possible. |
![]() | This is a locked door. You will need to find the red key in another block to open it. |
![]() | This is a grenade. You can find these in blocks behind locked doors. Throw them with R or Shift and watch your enemies in front of you explode immediately. |
Credits
- Code and Art: Zoltan Kosina
- Music and Sounds: Craftpix Music and Sounds For Video Games
- Font: Rocket Rinder by Chequered Ink
| Updated | 18 days ago |
| Published | 25 days ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Zoltan Kosina |
| Genre | Action |
| Made with | Godot |
| Tags | 3D, Dungeon Crawler, First-Person, Godot, Procedural Generation, Retro, Sci-fi, Singleplayer, Synthwave |
| Content | No generative AI was used |



















Comments
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Cool graphics, but a lot of empty space. I nearly quit the first time because I went into 5 buildings of nothing.
You either need to increase the fire rate or not let the enemies sit at the elevators and molest you the second you reach the floor. I had 4 virus basically block me in before I could even move, and one bugged out. Bullets just kept going through it and it wouldn't die, so I died instead. That was after I did the red key building.
To avoid players wasting time on empty buildings I added the guide after the deadline. Definitely planning to further highlight the actual targets to ensure players will do what they are meant to be doing, if they miss the whole defragmentation lore.
As for the balance, there is definitely room for improvement. Randomization is hard to nail in a short amount of time, and I spent so many days on the basic mechanics of the game, that all the additional enemy types and features like red doors were just rushed in near the end.
Thanks for playing anyways, I hope you still had some fun defragmenting this nasty partition.
I didn't realize it was for a contest, in that case totally understand. I've done game jams, but none that were as short as a week. I like, there's plenty of potential, but deadlines do get in the way of completion.
If you found my game and decided to give it a chance even though you weren't even aware of the jam, that already means a lot to me. Thanks to the positive feedbacks I'm planning to continue the development even after the jam, so if you are interested in the future of this game, stick around, and let me know what else would you expect from it. I'll try to add everything my players would like to see.
The movement feels great, and I think the movement sound is also a great fit. However the shooting being blocked by movement is quite unfortunate.
Even more unfortunate is the final boss. Played twice reaching him, but both times the game then froze :(
That is indeed unfortunate. Maybe it spawned in the wall, or something similar. Good thing that you didn't experience any major issues until then. The shooting is already improved in the post jam version.
great hunter/hunted play. visuals were excellent and loved the tron-like vibe.
nice job, kos!
Thanks a lot for playing. Added a few fixes now, and added a compass too for better navigation.
nice additions. Partition is now Optimized!
Looks so simple at first. Then you keep failing. But then you still get back to it, just one more try :-D
Great little gem,thank you!
Thanks for playing. The new version is out now: 3 enemies, 2 weapons, locked doors, difficulty refinements.