Generational ruin simulator
Out nowBloodweight
A procedural saga where every generation is an inheritance of bone and sin — with an AI chronicler that writes your dynasty's literary history.
Solo game developer & publisher · no lies, just love
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.
The developer
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.
The catalog
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 nowA procedural saga where every generation is an inheritance of bone and sin — with an AI chronicler that writes your dynasty's literary history.
One hand. Four keys. Consequences.
Out nowA one-hand arcade roguelike. Your weapon auto-fires — you just move, dodge, and switch elements. Five pilots, seventy-five skins, eleven megabytes.
Workplace sorrow, itemized
Out nowA bureaucratic autobattler RPG. Hire. Fire. File. Mourn. Sign Form 3NQ. Six departments, eighty-nine skills, four endings.
A Marblewick game
Coming soonFirst 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.
The patronage apparatus
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
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.
This is the work now — full-time, one-person game development, three titles shipped and counting. Your support keeps the next one coming.
I have a kid and child support payments. Short sentence. Large implications. Excellent pacing.
It's a win-win. You support a working indie dev; I make you games. A transaction, yes, but with lanterns.
It's a two-way street. If you're in the area, I might buy you lunch. Might is the load-bearing word.
I need to look good if we go to lunch, so I need better clothes. This is brand development.
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.
Be part of it. Unique, well-made games from a dev who cares and answers emails like a person.
You're helping keep art, expression, and freedom alive in this age of corporate-mandated NothingNuggets.
Wealth inequality is a real problem. Do your part. This is macroeconomics, probably.
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.