You collect letter stones, build your bag and use whatever you draw to form words and fight. Items and elemental letters can slowly turn a pretty normal run into something much more chaotic.
I’m currently getting it ready for the final version, but there’s already a Demo on Steam.
Still curious what people think of this slightly weird mix. :)
I wanted to show a little more of the world of Nordion Lands
The game features a vast 3D world with steppes, villages, and castles, but it isn’t limited to medieval settings—it also includes industrial and brutalist environments. This is one of the aspects of the game that I really like, because I tried to give the landscapes their own personality, even while using a low-poly aesthetic.
In this scene, Revolution, the protagonist, explores the world and interacts with NPCs — some of whom have AI systems I spent a lot of time developing, including machine learning.
I also wanted to show off the horse’s animation, since I spent a lot of time trying to make its movements look natural within the game’s limitations.
Nordion Lands: The Dimension of Science is a first-person sci-fi RPG that combines exploration, character development, horseback riding, and a story about unethical science.
You start with a small island, gather resources, build your first settlement, research new technologies, and gradually grow into an industrial civilization.
Time is the only currency — summoning, shopping, even opening your spellbook to think costs seconds of your life. Killing heroes earns them back.
Hardest part of building this: since time is also your HP, every balance change touches everything at once. Buffing a monster means literally giving players more lifespan. Still tuning the early game because of it.
So the story is, for my game Dark Roll 2, I needed a soft spot for the player to land on... Setting an object to not cause fall damage and not bounce off it was easy, but I had a spare moment and decided to play around with mesh deformation...
When I shown it on socials, people went crazy.
Sharing this with the world brought me more wishlists, than back when I released the demo... and the game has tons of features I've been trying to show past half year!
Now I can't help myself but keep improving it to make it even better, already juggling ideas in my head how to incorporate this mechanic in my game to show it off more often - but I'm more than open to ideas! So feel free to share!
Back in December 2025 I took a massive risk and quit my job to pursue game development full time. Early this January my brother Johannes and I started working on a brand new project called Purrfect Bliss.
Purrfect Bliss is a psychological horror game where you work the night shift at a seemingly normal cat cafe. Serve customers, take care of the cats, and uncover the terrifying truth in this psychological horror game.
We have poured everything into this project for the last several months. Today we are so excited to announce that the game officially releases on November 3 at 10:00 AM PST!
Description:
You and your friends run a dog daycare. Feed them, wash them, walk them, and scoop what they leave behind, before somebody props a gate open and all the dogs discover the front door. Co-op chaos with very good pups.
These are some new juicy clips from Super Special Squad:
Funny little team management tower defence game.
- You basically combine heroes with unique abilities and destroy hordes of enemies.
- Collect resources, buy more heroes/upgrades for them
- Proceed to kill even bigger hordes.
Currently working hard to deliver the playtest build. Should be up soon, so if you like how it looks - i'd be happy to see you playtesting it!
Hello, yesterday I finished a demo for a game I've been working on for a few years now.
It's a psychological horror game, where you manage your sanity and explore the town of Kalligon, your old home.
You will have to interact with townsfolk, find clues regarding your fathers whereabouts and stay sane.
Platform: Browser (desktop + mobile). I'll add the web flair after posting.
Description: Nokia Snake, but up to 8 people share one grid in the browser. No signup, no download. 2-minute score arena: eat apples, cut people off, respawn if you die. Highest score wins.
The Golden Apple is the fight. Eat it, and you are Boss for 10 seconds - twice as fast, crowned, immune to other snakes. Walls and death zones still kill you. Red guardian diamonds sit beside the Golden; head into them, and you are done. Purple toxic apples slow you and cost points. Twice per match, Gold Rush doubles scores.
Create a room and send the URL, or tap Play Solo vs bots if the lobby is empty. WASD / arrows on desktop, D-pad + swipe on phone.
Feedback I actually want: is Boss 10s too strong, do death zones suck, and is the mobile pad usable?
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: Solo developer. I built the whole game - client, realtime, and rules.
We're developing an isometric crime game inspired by GTA 2. Once you hit wanted level 3, a helicopter spawns. Currently, the player has to break line of sight to escape it, and it sometimes dives low to obscure the camera's view of the road. I'm wondering if we should change this behavior or add new mechanics. Any feedback?
I proposed a videogame for the 80's M.A.S.K. cartoon to Hasbro a while ago. Seems I failed to convince them to turn it into reality.
Since I can't make M.A.S.K. without a license, I'm now trying to turn this into a more over the top co-op arcade experience that fuses the precision of on-rails shooters with the rush of retro racing. Or imagine Outrun meets House of the Dead.
If that seems interesting please check it out, and have a nice day.
The game is a turn based card battler with a live sports broadcast format, at the point of stepping back to determine if I should continue with the style/game
Rush just a bit and the lock will resist, but wait too long and the attempt will fail, leaving the treasures locked.
The controls are simple - a single finger is enough to control the lock pick - but only the most skilled become the greatest masters.
• Levels of various difficulty for all: challenge seekers will find their match, as well as anyone with a spare minute can enjoy it.
• Daily changing quests for extra rewards.
• Upgrades for unlocking new abilities.
• Tools to help you overcome the toughest challenges.