[ GAME DEVELOPMENT · IN PROGRESS ]

Four titles. One pipeline.

All self-published. No publisher, no investor, no hype cycle. Concepts that exist because they should — built when they're ready.

CLICKER / INCREMENTAL EARLY DEV
Every click starts a chain. Most idle games stop at the numbers — this one asks what the numbers are actually building toward.
PLATFORM
PC — Steam & Mobile
ENGINE
Unity
REAL-TIME STRATEGY PLANNING
Multiple factions. One contested map. Grand-scale RTS where the macro decision you skipped in the first ten minutes decides the next two hours.
INSPIRED BY
Command & Conquer series — the pacing, the faction identity, the satisfaction of a well-executed base rush. Old school LAN energy kept alive.
PLATFORM
PC
ENGINE
TBD
TRADING SIMULATION PLANNING
Buy low, sell high, survive the market doing neither. A trading sim where routes have memory, prices have politics, and patience is the only build that works.
PLATFORM
PC
ENGINE
TBD
RETRO FIRST-PERSON SHOOTER PLANNING
No tutorial. No waypoints. Just a corridor, something at the end of it, and enough ammo if you don't miss. The way it was meant to be played.
INSPIRED BY
Wolfenstein 3D, Doom II, Quake III Arena — movement-first shooting, level design that rewards memory, and the kind of gunfeel that doesn't need a cutscene to justify itself.
PLATFORM
PC
ENGINE
TBD

// passion project. four titles. no release dates. self-published when ready.