OASIS: Tokyo - Solo Developed

OASIS is a semi-tactical FPS with rogue-lite elements set in a cyberpunk version of Japan with a focus on inventory management. In it, you need to increase your reputation in the underworld in order to find the fabled “Oasis”, a hidden location shrouded in mystery. While doing this, you must contend with limited inventory space and need to balance sufficient ammo and meds with extra bag space for loot.
This was my first commerical project I’ve released and was made with Unity. About 95% of scripts the game uses was written by me from scratch over the span of about 3 years, including the menus, enemy AI, weapon functionality, and inventory systems.
OASIS II - Solo Developed

OASIS II (no page currently) is a prequel to OASIS: Tokyo currently in development. Similar to its predecessor, it is a single-player/co-op “semi-tactical” FPS featuring elements inspired by extraction shooters and rogue-likes in a sci-fi cyberpunk setting. You play as part of an outfit of mercenaries, taking various “under the table” jobs from corporations, criminal organizations, and anyone else who’s willing to pay.
You’ll travel across a near-future alternate-history Japan in your Mobile Operating Base, meeting various traders with a variety of quests on top of revamped procedurally generated missions, all of which will provide reputation in its related region. Improving your reputation in one region may provide a foothold into another one. You’ll also be able to improve yourself, using revamped cyberware and skill systems. The game also has many new gameplay features such as the addition of leaning and alternate ammo types. I’ve also improved my tooling, making content creation for the game much easier compared to Tokyo.
You can read more about the game in my blog post here. I’ve been periodically posting updates on the game’s development on my blog on this site.
Dyskairos - Solo Developed

Dyskairos is a metroidvania-inspired FPS with roguelike features. You find yourself trapped in the vicinity of a mysterious tower and must find a valuable material stored at the top of the tower in order to escape. In order to climb it, you’ll need to adapt to find a way to the next floor and then back out of the tower before the tower’s cycle finishes - which will shuffle the items inside around.
This is my second commercial project. It’s my first major project in Godot. Development technically started in late 2023 after experimenting with the engine (due to the pricing scandal happening then), but was sidelined in order to create post-launch content for OASIS. I returned to this while working on OASIS: Tokyo v1.4 (starting around October 2024, with it becoming my main focus once that was released in November).
I started this project with the goal of creating as many assets as possible myself. The only models in the project that weren’t made by me are environment props (save for one enemy and half of another enemy).
Digidrone - Game Jam Game

Digidrone was made for the GMTK 2024 game jam with a friend of mine. It’s a short (<10 min) puzzle game where you play as two robots navigating a post-apocalyptic environment.
I handled most of the coding (excluding the intro UI and the audio log playing UI) as well as created the map, designed the puzzles, and sourced sound effects. My friend created the 3d models and other textures. It was my first released project in Godot.
Iterations - Game Jam Game
(no photo)
Iterations was made for the GMTK 2025 game jam with the same friend of mine. It’s an arena shooter roguelite about an AI stuck in an infinite training loop where it is forced to fruitlessly defend its ship from an impending cyber attack.
As with Digidrone, I handled most of the game design, coding (excluding the visuals of the UI), created the map, and sourced textures and sound effects (excluding the VO). It was my first time properly using a CI/CD build workflow in order to easily update the game on itch. Similar workflows are currently being used for my current projects.
StalkerRP - Community Project

This was a Garry’s Mod server/gamemode I developed with the help of the same friend of mine which was active from 2016 to 2021 (with some hiatuses). It’s a “roleplay” gamemode based on the Stalker game series.
During the server’s life, I created many features that were unique to the server when compared to similar servers at the time, focused mainly on improving the experience of players. Those features also inspired concepts that would later be added to OASIS, other projects and would also be seen in some form in later communities’ servers.
Koi - Side Project

Koi is a side project I’ve been working on that was originally inspired by the Bot Warfare mods for the older Call of Duty games. In it, I’m creating a moddable offline game inspired by Call of Duty’s multiplayer modes, primarily for my desire to watch bots fight (and fight with them) in various gamemodes that aren’t in those older CoDs (and also desire for a moddable CoD MP-type game in general, since that doesn’t seem to exist at the moment).
I also have the intention of open sourcing it once it’s further along (namely, once it has actual player models or at least support for them instead of just the capsules the game currently is using).
Development has largely been on hiatus at the moment as I’m busy with the OASIS prequel, though said prequel has AI inspired by the design of the bots in this project.