C. Desivo
Case

Games: Pixel P.I. and earlier prototypes

§← All cases

Pixel P.I.: how it's built

Pixel P.I. is a detective game I designed, programmed and released alone: Windows, macOS and Linux, in Early Access on Steam since August 2025, with 200+ copies sold. Its core mechanic has no dialogue menus. Players type any question they like to a suspect, and if it is one the police asked, that statement unlocks. To catch a lie, they pick a clue and write in their own words why it proves the statement wrong. Two engines I built and keep private judge the questions and the debunks.

The interview database: a typed question unlocks a suspect's statement
A debunk: the player picks a clue and explains the lie, and the statement is struck through
The gameThe serverMy writing tools
Unity and C#Python and FastAPICase editor in Electron and TypeScript
Cases are data: clues, statements, suspects and unlock rules live in files the game loadsDocker on Google Cloud RunForms generated from a schema, with links across files
Interview database, clues and debunks, progression and story eventsSteam sign-in and a response cache in FirestorePython checks that interviews match the unlock rules, and a wiki for the story
Fig. 1The parts of the project, all built and maintained by me.

The tools are there so that writing a new case is writing work, not programming work. Four cases are out, and two more are in progress.


Earlier prototypes

Before Pixel P.I., I built several 2D roguelikes in Unity (C#): procedurally generated dungeons, permadeath, enemy AI, and item and ability systems, with Unity's Tilemap for the levels and sprites made in Photoshop and GIMP. Balancing the difficulty and keeping procedural levels running smoothly were most of the work.