I build games that live in the space between a held breath and a spoken word. Not entertainment — encounters. Experiences designed to leave a residue.
Every project starts with a feeling I can't shake, then works backward into mechanics that make players feel it too. The terminal aesthetic isn't nostalgia — it's the honest look of a system still figuring out what it is.
Currently seeking collaborators, publisher conversations, and playtesters who don't mind crying at a screen at 2am.
// DEVLOG — RECENT ENTRIES
2025-03-12
HEREAFTER.EXE — build complete
2025-02-28
WEIGHT — playtester session 04 — emotional resonance +31%
2025-01-14
CARTOGRAPHY — art direction locked
2024-11-03
SIGNAL/NOISE — submitted to IGF 2025
2024-09-01
NOCTURNE — first public demo