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DEEP YELLOW is a turn-based roguelike set in the Backrooms — infinite procedurally generated liminal hallways rendered in a PSX-inspired first-person perspective. Combat is automatic and spatial: moving or waiting triggers your attacks, so positioning and item synergies drive every decision.

active 2026-01-302026-05-20 (UTC)

Complete coverage26,546 / 26,546 hourly files (100%) · 2 absent upstream2023-08-152026-08-25 (UTC)
Events
112
Pushes
29
Pull requests
17
Issues
34
Stars
1
Forks
0

Activity over time

Daily event counts in the loaded window

Line chart, 111 days from 2026-01-30 to 2026-05-20. Pushes: 29 total, peak 4 in a day. Pull requests: 17 total, peak 4 in a day. Issues: 34 total, peak 11 in a day. Comments: 12 total, peak 4 in a day. Stars: 1 total, peak 1 in a day.

  • Pushes
  • Pull requests
  • Issues
  • Comments
  • Stars

Stars, PRs, issues and forks are under-captured in the later part of this window. GH Archive progressively stopped capturing non-push events during 2026 — −95% or worse by the end of the window. Every series here except Pushes fades for that reason, so a decline above reflects the archive, not this repository. Pushes stay reliable throughout, so read them, and the contributor counts derived from them, as the real signal. Data health has the measurements.

Top contributors

Pushes, PRs, issues, reviews and comments — stars and forks excluded, so this is contribution rather than popularity

ContributorContributionsPushesPRsComments
aebrer92291712

Recent activity

Latest issues, pull requests and releases

  • Issue comment#75aebrer2026-05-13 21:41
    Design and implement Level 1: The Poolrooms
  • Pull request#72aebrer2026-02-24 23:38
  • Pull request#71aebrer2026-02-15 15:46
  • Pull request#71aebrer2026-02-15 15:46
  • Issue#70aebrer2026-02-15 15:09
    Add persistent MOVE/WAIT control hints to game viewport
  • Issue#70aebrer2026-02-15 15:08
    Add persistent MOVE/WAIT control hints to game viewport
  • Pull request#69aebrer2026-02-14 21:49
  • Pull request#68aebrer2026-02-14 21:38
  • Issue#67aebrer2026-02-14 15:51
    Auto-explore should allow player pathfinding through closed doors
  • Issue#65aebrer2026-02-14 15:51
    Auto-explore should cancel when movement is blocked
  • Issue#65aebrer2026-02-14 15:51
    Auto-explore should cancel when movement is blocked
  • Issue#65aebrer2026-02-14 15:51
    Auto-explore should cancel when movement is blocked
  • Issue comment#64aebrer2026-02-14 03:01
    Procedural light flickering
  • Pull request#63aebrer2026-02-14 01:26
  • Pull request#63aebrer2026-02-14 01:05
  • Issue comment#59aebrer2026-02-13 23:39
    feat: Dynamic lighting system — fluorescent ceiling lights (Level 0), barrel fires (Level -1)
  • Pull request#58aebrer2026-02-12 15:04
  • Issue#41aebrer2026-02-12 05:06
    World gen: Door spawning in single-width hallways
  • Pull request#57aebrer2026-02-12 04:58
  • Pull request#57aebrer2026-02-12 03:11
  • Issue comment#41aebrer2026-02-12 00:04
    World gen: Door spawning in single-width hallways
  • Pull request#56aebrer2026-02-06 21:45
  • Releaseaebrer2026-02-06 00:55
    v0.9.0 — Map Overlay
  • Pull request#55aebrer2026-02-06 00:38
  • Releaseaebrer2026-02-05 01:31
    v0.8.3 - Examination Hotfix

Totals cover only the window loaded into ClickHouse and count events, not GitHub's lifetime totals — 1 stars here means stars gained during the window, not the repo's star count.