Released products first, then playable development builds and research prototypes — original systems, original worlds, original art.
Tanks of TheaIn development
Tank-roguelite with a narrative campaign
Thirteen story cities, one road — to the Capital. Save the family. Win. And find out that winning is not what it seemed.
A tank-roguelite with a linear narrative campaign, RPG progression, and tactical AI — a clean rewrite with no donor code. Planet Thea: a human colony that lost contact with Earth 210 years ago. Concordia, a peaceful, slowly degrading civilization living alongside the theari, against the Vanguard — scientists and engineers who saw the threat, could not be heard, and decided to save humanity by force. You are Colonel Greyhawk, husband to a theari, father of five, commanding the one tank unit the Vanguard’s surprise teleport-strike missed. Thirteen story cities, 25–30 levels.
Stack: Godot 4.6.3 .NET + C# 13 for AI, combat, movement and destruction; GDScript for UI/scenes; LimboAI installed for future visual behaviour-tree authoring. Android + Windows, single codebase. Current proof: Greyhok-0 pre-alpha demo with command-model tank movement, a 36×24 urban level, BDI/GOAP enemy profiles, destructible-wall visual states, and the modular Iskra tank asset pipeline. Private, commercial.
COLD IRONPlayable prototype
Paranormal tactical operations without character classes
The old X-COM question, rebuilt for modern occult field work: who survives, what changes them, and what comes back through the breach?
A deterministic, simulation-first tactical game in the ORPP / AEGIS universe. Soldiers are not fixed classes: competence emerges from continuous attributes, equipment, wounds, fear, training, and causal history. The design keeps the systemic freedom and multilevel battlescape logic of the 1994 lineage while replacing its setting, characters, art, and supernatural rules.
Current proof: one authoritative C# tactical core and non-engine-bound Windows client; a 40×40×4 battlefield with hills, depressions, an enterable building, doors, two stair flights, a reachable roof, cutaway multilevel rendering, camera control, movement, fire, wounds, stance changes, death, and deterministic verification. Core tests pass 202/202. Final operative animation, enemy art, terrain polish, inventory depth, and full battlescape parity remain in production.
RURKLive
Radical Universal Roleplay Kit
One system. One d100. Any world.
A battle-tested universal tabletop RPG developed over years and refined through thousands of sessions. Skills draw on several attributes instead of one flat stat; combat resolves simultaneously; bodies, armour, wounds, fear, training, and circumstance all matter. The full edition contains 124 skills, 55 perks, 166 item cards, three settings, two playable campaigns, Windows and Android applications, and a complete searchable 452-page PDF.
Available now: the free edition includes Windows, Android, and PDF packages. The $9.99 full edition opens the complete archive. Both are offline and available in English and Russian. A separate LAN GM-table layer remains in active development.
The Pixel CampfireLive
Twenty-seven retro games in one shell
A 1993 boot sequence and a Norton Commander shell, in the palm of your hand.
A self-contained Windows and Android collection of twenty-seven original retro-game re-imaginings — arcade games, puzzles, adventures, tanks, caves, spaceships, mines, monsters, and one extremely determined cat — wrapped in a 1993 boot sequence and Norton Commander-inspired shell. Steel Frontier alone is a 35-stage top-down tank campaign with its own level editor and immediate test play.
Available now: four games in the free edition; all twenty-seven for $4.99. Windows v1.0.0 and Android v7.4.5, EN/RU/VI, fully offline. No launcher, account, ads, analytics, tracking, subscription, or in-app purchases.
Naval BattleLive
Strategic naval warfare
Advanced Battleship — with fog of war, recon, and a full nuclear-release ceremony.
A turn-based naval strategy game — advanced Battleship with fog of war, reconnaissance, nuclear weapons, and diverse ship classes. Seven ship classes from a missile boat to a TARKR, plus carriers and submarines; three field sizes (Skirmish 30×30 / Squadron 50×50 / Admiral 100×100); four landscape types. PCR “Vulkan” missiles, torpedoes, striker aircraft, T-15 nuclear torpedoes, reactor meltdown, and magazine chain explosions. The nuclear release is a four-act ritual — a six-digit launch code and a 45-second auto-lockout — opening an 11×11 blast zone with three turns of contamination.
Stack: native Android in Kotlin + Jetpack Compose (pinch-zoom, pan, long-press rotate on every battlefield), Material 3; a vanilla-JS / HTML5 Canvas web build is also playable online. RU + EN. v1.0.0. MIT.
Mystery of Ancient DarknessPlayable alpha
Painted 2.5D occult action-adventure
1930s Egypt. A lost son. A black stone. Two aristocrats walking into a tomb alone.
Two parents enter an ancient Egyptian hell to recover their nine-year-old son. Lord Eugene and Lady Alice Compton are distinct playable bodies, not mirrored skins: his war experience, her medicine and borrowed magic, their marriage, wounds, ammunition, fear, and every shortcut carry narrative consequences. Alice's power visibly changes her because the transformation is the cost, not cosmetic progression.
Current proof: a playable Windows Alpha 1, a custom C#/.NET 10 runtime with a replaceable raylib presentation layer, a visual 2.5D map editor, three authored depth tracks, deterministic RURK combat, a public production stack, a completed illustrated 67-page novella, and a submitted OpenAI Build Week project. The two-level investor-demo shell is verified; final routed maps and presentation polish are in progress.
PURRGEActive R&D
Kawaii roguelike about a destructive cat
You are a cat. Your owner left for work. You have nine hours.
A kawaii roguelike-puzzle about a cat demolishing an apartment while its owner is away. Everything is voxels, everything is destructible, and everything has a price tag — push the vase off the table, watch the chain reaction reach the laptop, and read your final, itemized repair bill. Built on the Prometheus Engine as its showcase game.
Current proof: the art direction and dense-voxel character pipeline are active. The canonical cat has a native voxel build at roughly 34 voxels across the head, with front and three-quarter Blender proofs and a clean GLB export prepared for skeleton work. This is an engine and character-pipeline proof, not yet a playable game.