Solo game developer & publisher · no lies, just love

adarkfable

I build strange, systemic, deeply-made games — and publish them under the Dredwork label. Three are out now on Steam. All four have playable demos. One person, start to ship.

3titles out now on Steam
4playable demos
1developer, no committee
fulldesign, code, art, ship

The developer

Hey. I'm Omari — adarkfable. Dred if you know me.

I've been making games solo since COVID, self-taught across Unity, Construct, Godot, Defold, and Solar2D before settling into Lua and Love2D as my daily tools.

It started as nights and weekends. Now it's the whole thing — full-time, one-person game development and publishing, with a published-author's instinct for story and a habit of building systems that are deeper than they look. Design, code, art, narrative, deployment. Start to ship.

3titles shipped on Steam
1developer, no meeting room
80k+lines in the larger beast
since '20building, every day

The catalog

Shipped games. Real Steam listings. Every one with a demo.

Three out now, one on the way — all four playable for free before you spend a cent. Systemic, literary, and built end-to-end by one person.

Generational ruin simulator

Out now

Bloodweight

A procedural saga where every generation is an inheritance of bone and sin — with an AI chronicler that writes your dynasty's literary history.

dynastyAI chroniclerliterarydemo

One hand. Four keys. Consequences.

Out now

A.K.O. Arrow Keys Only

A one-hand arcade roguelike. Your weapon auto-fires — you just move, dodge, and switch elements. Five pilots, seventy-five skins, eleven megabytes.

arcaderoguelikeminimaldemo

Workplace sorrow, itemized

Out now

Downer Management

A bureaucratic autobattler RPG. Hire. Fire. File. Mourn. Sign Form 3NQ. Six departments, eighty-nine skills, four endings.

autobattlerbureaucracygrim comedydemo

A Marblewick game

Coming soon

Dragons Die

First in the Marblewick franchise. Lead a flight of named dragons out into the reach and bring them home — a warm, quiet strategy game about loss.

strategynamed dragonsMarblewickdemo

The patronage apparatus

Humility is expensive, and I have no room for it in my budget.

Shame is a poor man's game. Give if you can. Share if you cannot. Send a strange opportunity if you have one. I will keep making work that has teeth, jokes, and a suspicious number of inheritance systems.

Appendix · not legally binding

A convincing list of reasons to give me money.

You've seen the games — that's the real pitch. This part is the bit. Stamp the ones you find persuasive. The tone is joking because capitalism is embarrassing; the rent, regrettably, is sincere.

  1. This is the work now — full-time, one-person game development, three titles shipped and counting. Your support keeps the next one coming.

  2. I have a kid and child support payments. Short sentence. Large implications. Excellent pacing.

  3. It's a win-win. You support a working indie dev; I make you games. A transaction, yes, but with lanterns.

  4. It's a two-way street. If you're in the area, I might buy you lunch. Might is the load-bearing word.

  5. I need to look good if we go to lunch, so I need better clothes. This is brand development.

  6. When you give me money, I'm obligated to listen to you. I'm like a therapist that way — wildly less qualified, somehow more available.

  7. Be part of it. Unique, well-made games from a dev who cares and answers emails like a person.

  8. You're helping keep art, expression, and freedom alive in this age of corporate-mandated NothingNuggets.

  9. Wealth inequality is a real problem. Do your part. This is macroeconomics, probably.

  10. And if money's tight: wishlist a game, tell a friend, leave a review. Free, and it genuinely helps. No lies, just love.

Exhibits stamped are non-refundable and emotionally noted.