The choice only comes after.
🏆 1st Place Winner — CStudio Game Jam 2026
A 2D UI-based narrative puzzle game developed at CentraleSupélec
Anubis is a narrative puzzle game where you play as an employee at an afterlife startup founded by the Egyptian god Anubis. Your task is to interview deceased souls, gather clues from their stories, and make the ultimate judgment on the Scales of Justice.
Will you ascend to heaven, or will your heart be devoured by Ammit?
Anubis won 1st Place at CStudio Game Jam 2026, competing against 20+ teams (comprising solo developers and groups of up to 7+ members, totaling over 50+ participants from across France).
The game was produced entirely from scratch in approximately 24 hours of active development, encompassing initial concept brainstorming, original 2D art asset creation, audio and music composition, and full C# game loop implementation in Unity.
| Detail | Information |
|---|---|
| Award | 🏆 1st Place (Winner) |
| Competition | CStudio Game Jam 2026 |
| Dates | October 2–4, 2026 |
| Development Time | ~24 hours (from scratch) |
| Venue | CentraleSupélec (Gif-sur-Yvette, France) |
| Scope | 50+ participants from across France (20+ teams) |
| Organizer | CStudio (CentraleSupélec Game Development Student Association) |
| Sponsors | Ubisoft, Voodoo, Madbox |
| Jury | Industry jury from Ubisoft, Voodoo, and CStudio |
| Event Photography | Pics (CentraleSupélec Photography Association) |
| Mechanic | Description |
|---|---|
| 🗣️ Dialogue & Investigation | Interview candidates and click specific words to gather actionable evidence. |
| 📜 Papyrus System | Strategically store up to 4 vital clues per session in your dedicated UI panel. |
| ⚖️ Judgment Phase | Weigh the gathered evidence to choose the correct soul for the final judgment. If successful, continue your divine job infinitely. Make a mistake, and face an instant Game Over. |
Built with a single-scene, robust UI-driven architecture in Unity, prioritizing modularity and scalability.
GameManager.cs: The central state machine driving the game flow (fromTitleScreentoGameOver/ endless loop). It broadcasts state changes and tracks player progression.UIManager.cs: Subscribes to core events to manage global panel visibility seamlessly.SpeechBubbleUI.cs&DialogueLinkHandler.cs: Modular components handling dynamic text typing and interactive text parsing viaTMP_TextUtilities.FindIntersectingLink.AnubisTutorialManager.cs: Orchestrates the introductory sequence and includes a skip intro functionality for faster pacing.CharacterMover.cs&PapyrusMover.cs: Singleton-based handling of smooth 2D sprite sliding, UI drop-ins, and audio synchronization via coroutines.DeliberationManager.cs&ScalesManager.cs: Manages the final judgment phase, including draggable clues, dynamic Anubis dialogue, and the dramatic Scale Evaluation visual sequence.
Uses Unity ScriptableObjects (DialogueBubble, NPCData, LevelData) to define narrative branching and randomized win conditions, keeping logic strictly separated from content.
- 🏺 Khepri (Merchant): Focused on persuasion, salesmanship, and human behavior.
- 🧱 Nefru (Builder): Focused on manual labor, temple construction, and practical problem-solving.
- ✍️ Hori (Scribe): Focused on observation, record-keeping, calculation, and distrust of memory.
- Go to the Releases tab and download the compressed archive (
.zip) for your operating system (Windows or Linux). - Extract the entire archive into an empty folder. (Do not run the executable directly from inside the
.zip.) - Windows: Run
Anubis.exe. - Linux: Ensure the executable has correct execution permissions (e.g.,
chmod +x Anubis.x86_64), then run./Anubis.x86_64.
- Clone the repository.
- Open the project using a compatible Unity Editor version.
- Load the primary main scene.
- Press Play in the Unity Editor to initiate the game loop.
- Foundation: Base UI setup, interactive text parsing, and character transitions.
- Core Loop: Fully implemented state machine, dynamic dialogue, and clue saving.
- Judgment Phase: Draggable UI clues, Scale Evaluation visual sequence, and endless loop / Game Over mechanics.
- Polish: Expand level data, add comprehensive sound effects and background music, and refine micro-animations.
| Role | Team Members |
|---|---|
| Head Programmer | Pedro Lubaszewski Lima |
| Assistant Programmers | Artur Bandeira Chan Jorge, Sabina Wang |
| Art Designer | Sabina Wang |
| Sound Designer | Gabriel Flores Coelho |
| Game Designers | Pedro Lubaszewski Lima, Artur Bandeira Chan Jorge, Sabina Wang, Gabriel Flores Coelho |
| Writers | Sabina Wang, Gabriel Flores Coelho |
✨ Special Mentions:
- Henrique: Game Tester
- Artur: Voice Actor & Aura Manager
- Pics (CentraleSupélec): Event photography
- CStudio, Ubisoft, Voodoo & Madbox: Jam organization, sponsorship, and jury evaluation
This project operates under a split license model:
- Code: MIT License (LICENSE)
- Art & Audio: Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)






