Store Storm
Shipped an Overcooked-style first-person store simulator with a data-driven order system and AI customers, built and deployed through an automated Jenkins pipeline to itch.io.
- Team
- Solo
- Engine
- Unreal Engine 5
- Type
- Personal project
- Status
- Released
Play it

Runs in the browser. Loads on demand so the page stays light.
The problem
Order-fulfilment games go stale the moment players learn the order list. Hand-authoring enough variety to prevent that does not scale.
The approach
Drove orders from data assets rather than hardcoded sequences, so the pool of customer requests is content rather than code and can grow without touching gameplay logic. Customer behaviour runs on behaviour trees, and a scoring system rewards multitasking under time pressure.
What I built
- Overcooked-Inspired Gameplay: Fast-paced mechanics where players must quickly serve orders and manage chaos in a crowded store environment.
- Data-Driven Order System: Customer orders are dynamically generated through a data asset system, ensuring variety and replayability.
- AI Customer System: Advanced AI drives customer behavior and interaction, creating a realistic and challenging in-game atmosphere.
- Polished UI and HUD: A seamless, user-friendly interface displays orders and task information, keeping players on their toes during hectic gameplay.
- CI/CD Integration: Continuous integration and delivery with Jenkins, allowing for automated builds, error checks, and deployment to Itch.io.
- Dynamic Score System: Players aim to set new high scores, testing their efficiency and multitasking skills under pressure.
Gameplay
Screenshots
Built with
What I'd do differently
The CI/CD pipeline — automated builds, error checks, Discord notifications, and Butler upload to itch.io — paid for itself quickly. Being able to ship a build without manual steps changed how often iteration actually reached players.