Don't get Salty
Don't get Salty | |||
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Studio | Beitn Studios | ||
Publisher | FH Hagenberg | ||
Erstveröffent- lichung | 2025 | ||
Plattform | PC | ||
Spiel-Engine | Unity | ||
Genre | Pseudo-Sandbox , Choice-Based, Destruction | ||
Steuerung | Tastatur | ||
Sprache | English | ||
Altersfreigabe |
"Don't get Salty" is a 3D Sandbox game produced by Beitn Studios for the Subject Game Production.
The game follows a Ludo figure that causes mayhem and destruction during an unobserved moment. Based on the player's decisions, the story of the game piece unfolds – the rule is: You don’t have to have a chaotic ending, the game is chaotic enough!
Links
- Pr-Page: https://beitnstudios.itch.io/dont-get-salty
- Repository: https://github.com/Game-Production-2-SS-2025/gap2-don-t-get-salty
- Projektplanung: https://github.com/orgs/Game-Production-2-SS-2025/projects/17
Roles and Work distribution
Beitn Studios strives to ensure a fair distribution of work and sufficient workload without overburdening anyone. To maintain this principle, all members are assigned to three work areas: their Main Responsibility, their Secondary Task, and their Tertiary Task.
Within the studio, there is also a support system, meaning that members have the opportunity to voluntarily assist in another task area if their current workload becomes too overwhelming.
Name | Main Responsibility | 2nd Task | 3rd Task |
---|---|---|---|
Edina Abazovic | Programming | Story Writing | Project Management |
Selina Catic | Game Art | Game Design | Programming |
Stephan Haiden | Audio Design | Level Design | Story Writing |
Nikolai Hermann | Story Writing | Project Management | Programming |
Lorena Hofstadler | Level Design | Audio Design | Game Design |
Mario Lanzerstorfer | Game Design | Programming | Audio Design |
Renée Wimmer | Project Managment | Game Art | Level Design |
GiGi (SunshinePHP) | Emotional Support | Programming | Blender |
Other EmPHPloyees
Additionally to Beitn Studio's fulltime Employees we are glad to have some helping trunks.
Blubert, Tangerine, GiGi and Gmail (not visible on the picture below)


Vision Statement
Sometimes, you just want to watch the world burn—without facing the consequences. In Don’t Get Salty, you step into the tiny but powerful form of a Ludo piece, free to unleash chaos in any way you see fit. There’s no right way to play—only endless opportunities to disrupt, destroy, and reshape the world around you. Set things on fire, spark all-out war, and revel in the glorious downfall of your gameboard domain. The table is your battlefield, the rules are yours to break—so go ahead, make a mess!
Game Mechanics
Movement:
- Running/Jumping: The player can move around in the environment
- Pushing: Pushing objects or characerts of the cliff of the table to cause chaos or gain strategic advantages
- Sabotage: Quick actions that dramatically impact the game (Flipping the table, destroying card houses)
Interactions:
- The player communicates with other characters exclusively through single, game-changing words (like "yes," "war," or "chaos").
- These minimalist responses have great consequences and shape the course of the game in unpredictable ways.
Phsyics:
- The world is based on the basic Unity physics - which is ideal for dramatic tabletop explosions, floating game pieces and lots of other exaggerated chain reactions for maximum comedic effect.
- Players can interact with almost all objects and trigger unpredictable physical events through manipulation. Tables, chairs, and game pieces have different weights and react accordingly to physical influences.
Game structur:
- Open Sandbox World - no traditional levels and structured missions. Everything takes place on a table that can evolve or even be destroyed due to wild actions.
- Dynamic events triggered by player behavior: the game is constantly evolving.
- The focus is on creative freedom: Players create their own story with minimal input to the maximum effect.
Level Design


Asset List
3D Assets:
Asset | Group | Type | Notes |
---|---|---|---|
Character Models | Characters | 3D | different models for characters (ludo figurine, deck of cards etc...) |
Chairs | Environment | 3D | |
Tables | Environment | 3D | |
Ladders | Environment | 3D | |
Decorations | Environment | 3D | |
Couch | Environment | 3D | |
Tv | Environment | 3D | |
Tv Stand | Environment | 3D | |
Windows | Environment | 3D | not seethrough sadly :'c |
2D Assets:
Asset | Group | Type | Notes |
---|---|---|---|
Main Menu | UI | 2D | |
Pause Menu | UI | 2D | |
Options Menu | UI | 2D | |
Logo | UI | 2D | |
Credits Button | UI | 2D | |
Tutorial Screen | UI | 2D | pop up window that you can skip through (explains controls etc) |
Dialogue bubble | UI | 2D | also a pop up window |
Interact Prompt | UI | 2D | a little bubble pops up to tell you what to press |
Audio Assets:
Asset | Group | Type | Notes |
---|---|---|---|
Menu Theme | UI | Music | |
Main Theme | UI | Music | |
Menu Click | UI | SFX | |
Open Pause | UI | SFX | |
"Foot"steps | Character | SFX | not really footsteps but you get the idea,,, |
Interact | Character | SFX |
Story
"Don’t Get Salty" is a computer game that allows players to unleash their creativity. Gamers take on the role of a classic board game piece. Everything takes place on a regular table. Players have the option to interact with other items on the room – moving them around or communicating with them.
The goal is to alter the environment to create as much chaos as possible. In this way, players determine their own ending, piece by piece. However, "Don’t Get Salty" is not a pure paradise. If you get too close to the vacuum cleaner, you will be sucked up.
Endings:
Ending 1:
Bad Ending: Eaten by Vacuum Cleaner. A vacuum cleaner roams around the room. If you get too close, it "eats" the player character. Game over.
Ending 2:
Bad Ending: Caught. At certain intervals, tasks must be completed, otherwise, you will be caught (e.g., by cleaning staff, residents, etc.). The player character is banished back into the game box. Game over.
Ending 3:
Bad Ending: Aggressive Chess Pieces. You have the option to converse with the chess pieces, just like with other ordinary things. However, the chess pieces are very aggressive. If you give the wrong answer, they will quickly surround and eliminate you. Game over.
Ending 4:
Good Ending: Chaos. If all tasks are completed and there is enough chaos, the house burns down. Victory and game over.
User Interface


