FLAGSHIP / ACTIVE DEVELOPMENT
Dungeon Flop V3
An RTS meets D&D: hire adventurers while the GM builds the dungeon, head out together, loot it, survive it, come home, deduct wages, and do it again.

GAMES / THE ACTIVE WORKSHOP
Rite of Assembly is our new survival-horror demo. Hexcrawl V2 is ready for a first caravan journey in your browser. Dungeon Flop and Tall Folk are in active development. Hold Until Dawn is the second-most developed, and the original Wagon Crawl remains available.
FLAGSHIP / ACTIVE DEVELOPMENT
An RTS meets D&D: hire adventurers while the GM builds the dungeon, head out together, loot it, survive it, come home, deduct wages, and do it again.

INTERACTIVE PROJECT FILES
What it is, where it stands,
and what got out of hand.
NEW DEMOPS1-STYLE SURVIVAL HORROR / ORGAN PUZZLES
You wake in a body that is not enough. Scavenge eyes, ears, and hands from the dead, install them into your incomplete body, and explore an occult dungeon.
Your organs are also tools. Leave an eye watching a zombie's patrol, attach a hand to a trap, then retreat behind cover and time your shot. Combine borrowed senses and limbs to open a path to escape.
This is an early demo. Explore, experiment with the mechanisms, and tell us where you got stuck.
Explore the Rite of Assembly demo on itch.io ↗
CURRENTLY BUILDINGKOBOLD STEALTH / CO-OP RAIDS / PROCEDURAL WORLD
Based on the world of Heroes Unwanted, Tall Folk follows a pack of kobolds looking for a new home. You possess one kobold at a time, climb through spaces built for giant humans, and steal food and goods while trying to leave as little evidence as possible.
Crews can raid the same location together or split across parallel targets. There are mandates from the Kobold King, a procedural overworld, and experiments with persistent, permanent stakes.
Play Tall Folk on itch.io ↗
SECOND-MOST DEVELOPEDINFINITE ROGUELIKE WAVE DEFENSE
This is the most game-forward game I have: build during the day, survive increasingly unreasonable enemy waves at night, and choose a new buff every dawn. It is procedurally infinite by design and spiraled gloriously out of control in execution.
Map encounters sit between the defenses. Heroes have relationship and dating systems. Enemy waves bring anti-heroes and other complications. The longer the settlement survives, the stranger the run becomes.
Play Hold Until Dawn on itch.io ↗
FREE BROWSER PLAYTESTASCII EXPLORATION / CARAVAN SURVIVAL / BRANCHING JOURNEYS
Lead a caravan through a world that keeps growing as you travel. Weather changes, night dims the land, and roads save precious time. Food, water, rest, and the gear in your hold all matter.
Find work at towns, farms, and roadside sites. Jobs and encounters can branch around your crew, passengers, supplies, and earlier decisions. Optional roadside events stay where you found them; critical events pause time while you choose.
First objective: find work, prepare your caravan, select its destination, and complete one journey. This is an early playable prototype, with balance and presentation still developing. Desktop keyboard and mouse required; fullscreen recommended.
Play Hexcrawl V2 free in your browser ↗Help shape the next build: could you find your destination, did supplies and travel choices matter, and where were you confused or bored? Leave a comment on the playtest page.
The earlier ASCII story experiment is still available: Original Wagon Crawl ↗
FLAGSHIP / ACTIVEMULTIPLAYER / MOD FORWARD / ACCOUNT ROGUELIKE
The original narrated solo experience can still exist, but the current game is concentrating on the multiplayer experience: a group of friends making their own dungeon story together.
Everything is designed as data so players can add dungeons, items, classes, mobs, sprites, and more. The mod tools are meant to make that process simple. It is also testing a rogue-like account idea: if the host dies, that world ends.
Read the full Dungeon Flop design ↗NOT A GAME / STILL PART OF THE WORK
A deterministic and inspectable symbolic behavior toolkit for Unity 6. Use the packaged release or go straight to the source.