All of these projects were built in 2-6 months by Dev Pods members, teaming up in their free time. If you're interested in turning your free time into finished games, come build stuff with us at DevPods.gg!
You can also browse our list of Dev Pods All Stars, which are members that have contributed for several straight quarters in a row.
We release dozens of games each year, but we are not a commercial game studio. Our priority is to help members practice, improve their portfolios, and find supportive teammates to help finish games they want to make. The 230 free games below are a byproduct of members having fun making their own games together year-round.
Developed Oct 5, 2025 - Mar 15, 2026
Project lead, core gameplay, combat design, enemy AI (perception, states, director), player animations, hit reactions (incl. hit stop, flash, shake, knock back), level enemy group design/tuning, combos, weapon models (baton, swatter), brute enemy model and animations, attack traces, particle hit effects (sparks, chunks), weapon swapping, pickup system, game ending, level transitions, bolt currency/shop connections, enemy color/difficulty variations, ranged enemy projectile, hit recovery time, lava, spinning obstacle, optimizations to support lower system specs, gamepad support, bug fixing and team asset integration: Christian Gabbianelli
Models (stadium, jumbotron, rocket thrower and projectiles, stadium light, saw blade, donut statue, crowd donuts, nuts and bolts), sounds (crowd, oofs, impacts, whoosh, swatter), decorative tech circles, pixelboard scrolling: Christer "McFunkypants" Kaitila
Homing rocket, jumbotron integration, stadium night/day lightning, flamethrower damage, wall props, floor tiles, materials (holographic, rust, debris/decals), procedural crowd, sound integration (step, fire, bolt pickup): Cody McCarty
Player character with texture, flamethrower model, flame vfx: Arnulfo Torres Valladares
Landmine damage, bomb area of effect, enemy wave increase logic, exploding barrel, player defeat handling, enemy spawn fix, hazard damage multipliers, hazard active/inactive support: Dalton Charleston
Shop interface, weapon inventory system, weapon size support, hammer weapon, shop button style, bolt pickups: BillR
Enemy spawner, nav mesh setup, enemy rotation handling (tuning, movement/combat), blade spindown, swaying robot crowd: Justin Montgomery
Projectile robot with animations, background models (box, building, crossing, decorative distant buildings), broken/dead robots: Dani Noble
Main menu, wave/enemy counter, additional health styling, font selection, wallet UI, enemy idle animation fix: Ben Owens
Battle music, laser sounds, flame sounds, crowd spatialization: Bex Rodriguez
Exploding barrel (model, materials, implementation), mute support: Fahad Muntaz
Player health system, health pickups, health pickup rotation and time out, health spawner, escape/P toggles pause: Sergey_UE
Sounds (saw, explosion, health pickup, statomatic): Darius Bryson Gourdine
Camera improvement, enemy collision fixes, look inversion support: TwstdTree
Door and hatch functionality, test arena generator, rotating blade, landmine model: m0nkeybrain
Health bar UI: Stephanie Urch
Rocks models, menu restart and exit buttons: Arjuna Gonzales
Drone sketch, outline shader: Andy King
Hazard blade, early version of flamethrower and landmine: Pierre NOEL
Shop blockout, caution door: Pepp Jeffcott
Weapon flavor text and upgrade proposals: Noah Wizard
Original backstory: rhys kim
Spawn system and related interface: Simone | ZilpioGaming
Playtesting: Alyson Dominguez, Kamil Towers, Matthew Landset, Chris Morrissey, Twmy, Eric Goldman, Timothy Sullivan, David MacNeil, Paul Ciccotto
Developed Sep 14-Feb 15, 2026
Project lead, game design, environment art (statues, trees, buildings, floating platforms, roadways, dynamics obstacles, checkpoints, jump pad), in-game and menu UI with related art (including loading and credits), main story voice over, main narrative design, level and runner path layout (sky and ground areas): Iain "Root" Hurt
Obstacle collision reload, checkpoint hookup and animated visual guide, input upgraded to the latest input system: Fahad Muntaz
Tutorial tips and related trigger scripts with scene placement, menu button sound, footstep sounds, red artifact sound: Ian Cherabier
Player free movement, menu music, racing rank detection, rubber banding, speed and trail lines, dust effects, intro flyby, sounds (glide, jump, grinding, wall run), speed fov, occlusion baking optimization, finish line, race stat tracking and related UI, pause menu: Christer "McFunkypants" Kaitila
Green powerup, item script, player audio triggers and related error handling, pickup randomization support: Barış Köklü
Enemy obstacle activation, gravity effect for computer runners, menu connections (play, options, sound, loading scene): Marvin Chong
Tutorial tips and related trigger scripts with scene placement, menu button sound, footstep sounds, red artifact sound, character animation integration: Chris DeLeon
Force jump waypoint, sky lighting effects, aurora sky box, support for song intro before loop: Clayton Anderson
Player boost dash, red and blue activator areas with related functionality, UI boost meter, flight recharge, color correction, menu keyboard support, scene lighting improvements, reseting player position: Adeel Bashir
Character (including model, texture, and animation authoring), font rendering fix: Liyi Zhang
Gameplay music: Alan Zaring
Menu Music: Aaron Shermon
Glide limit on flight, mute toggle: Joshua Stuntzner
Item pickup and spawning related particles, minor bug fixes: Justin Chin
Pickup particle visuals, pickup particles connected for other items, item pickup sound incl. integration, credits/options hookups: Tim Ruswick
Voice actress, additional narrative design: Ariane Perideaux
Playtesting: Noah Wizard
Developed Nov 16 - Feb 8, 2026
Project lead, core gameplay, hopping enemy, dungeon west wing level design, camera system, healthbar, putting out lights, player states, attack cooldowns, hitbox system and related tuning, knockback, audio manager, skill check gating, light flickering, various team asset integration, light tweening: Michael Fewkes
Traps (all types), tail hook shot, key/door/items, sneaking area, boss intro, final chase, decoration tiles, screenshake, checkpoint, alert effect, projectile deflection, death animations, room persistence, breakable walls and bridges, cloaking, idle tail motion, water with shader, credits screen, bonfire placement, additional level design polish, assorted fixes: Mark Guinn
Lore and related opening scroll, dungeon layout / level design (mainly east wing), entrance room with dialog, ghost NPCs, dialog authoring, quest item art / placement / merchant / related gating behavior, slime enemy sprite, quest givers show item picture, environment decoration placement, map color variants, boss arrival message: Noah Wizard
Dialog system including conditionals and game action support, dartmonk behaviors (including target leading, LOS, states) and related animation code, enemy movement smoothed, enemy navigation baking, mute toggle, feature flag support (internal use), invulnerability testing mode, internal feature examples: Philippe Vaillancourt
Music (dungeon, sneak, boss approach, boss chase, menu and credits music), sounds (star throw, squirrel steps, star hits, sword slash, sword hit, grab, rock trap, dart trap, trap dart firing, blow dart, bat enemy, menu click), cutscene music timing: Aaron Sherman
Player animations (idle, 4-way run and attack), sewer wall tileset, boss badget sprite, environment decoration art (lamp, bush, bonfire, trashcan, sewer grate, pipes), dartmonk animations, raccoon patrol behavior and art, bonfire dynamic flame effects, game logo, bat art, keys, acorn item and related UI, bush particles: Jakob Harris
Cutscene support with animation and text scroll including action commands, reset on death, cutscene map triggers, instructions screen, lore screen improvements, initial player death animation: Dan Dela Rosa
Ghost implementation (raccoon and dartmonk), ninja star, decorations (crate, barrell, rope, cracks), additional ninja squirrel sounds, tail segment sprites, player shadow, footprints effect, gamepad fixes toggle, bug fixes (bat health, player damage): Christer Kaitila
Initial lore (part of core story, tea pot, animal family clan names, basis for dartmunk backstory), voice sounds (hurt, item consumption, weak/med/strong effort): Amanda Stanley
Procedural player tail, initial player art draft, Ratrick the Plush decoration: Dávid Tóth
Wall banners with 3 variations, bed roll, 6 decorative clutter piles, broken ladder, green praying statue, fancy water bowl, 3 door types (fancy, pointy, wood), 3 door lock sprites: Mel Fitzgerald
Patrolling behavior and initial bat sprite: William Goddard
Dynamic light shadows, pause menu with key: Durondal
Sounds (switch trap, goblin smokey defeat, flame attack, flight, splash with variations): JohnasaurusArt
Reddish orange tail whip particles: Owen Peery
Enemies refactored to reuse common base code: David Bates
Play testing: Baguette
Developed Jun 22 - Dec 14, 2025
Project lead, core gameplay, spline/orbs level format, level track design, main orbs and potions functionalities, player jump, shield effect, static & spinning wall art, recent damage safety blink, level selection, level 1-3 terrains, populated level 2 with forests and canyons, mystery spell visual, orb loss animation, potion explosions, story typewriter effect, sounds (explosion, shield, wall hit, acceleration), orb collection particles, progress reset, asset integration, assorted bug fixes: Ian Cherabier
Game Design, Lava area + VFX, rolling enemy, menu design, potion bomb model, rare orb, wall model, crepuscular rays, input smoothing, acrylic tunnel, orb counter, tutorial, terrain smoothing, start/back/quit buttons and win/loss flow, shop bug fix, UI polish, round end summary, countdown code, intro plot setup, rare orb indicator in level selection menu: Adeel Bashir
Pickups placement, checked flag and speed arrow art, forest + space level, schools of fish, finish line decoration, spin hazards, witch model and broom decorations, particles (orbs, oil drop, stars), player trail, sunrise skybox gradient, background rock/cloud mesh generator, audio integration: Christer Kaitila
Potion bomb, orb collision detection improvements, pause menu, original script, speed scaling toggles: Justin Six
Music (level tracks and menu): roy_kinson
Player customization and shop menu, mystery spell, orb collection bug fix: egehanemre
Sea stage skybox, end portal effects: Andy King
Mystery spell visual and sound, acceleration platform, disappearing notifications, paralyze spell: Simone | ZilpioGaming
Intro and endgame story with illustrations, 3-2-1-go sounds, space level track design, playtest: Noah Wizard
Shield functionality and pickup: Justin Montgomery
Orb collection sound: Rodrigo Bonzerr S. Lopez
Main orb 3D asset: Luis Montaña
UI timer script: Herleen
M key to toggle mute: Dave Yoon
Credits compilation, support: Chris DeLeon
Developed Feb 16-Jul 13, 2025
Project lead, core gameplay, terrain (including procedural generation, destruction, fragmentation, randomization, smoothing), object damage and shattering, story mode systems, shop and upgrades with resources, shot mechanics including wind impact, tank gravity, spawning, difficulties, turn management, damage behaviors (wobble etc), AI opponents (including all major behavioral variations, names), water, save/load, gameplay timer, announcer one liners script and voiceover, bloom/nuke shaders, most edge modes (wrap, accelerate, sticky, none), round grading, game over detection, simultaneous fire mode improvements, additional weapon tuning, desert level, physics tuning, memory leak repairs, numerous bug fixes and contribution integration: Justin Montgomery
Weapons Systems Lead (types, selection, explosions, nuke, flares, missiles, EMP, stats, upgrades), UI Lead (typing reveal, scrolling, ammo, tooltips, healthbars, options, key remap, pause logs, fine aiming, story map improvements, loading screen, upgrade screen additions), snowcaps level music, level design (snowy mountain, plateau, islands, divide, plains, factory), narrative randomization, theming and UI design (main menu, options, story sequence, tooltips, font), day/night, enemy units, pickup helicopter, sounds (turn change, most weapons, tank destroyed, rain), dust/smoke/rubble, wind and weather, simultaneous fire mode, action queue system, assorted audio integration, internal documentation, terrain depth tint, bouncing mode, bug fixes, terrain chunk fading, light balancing, various tuning: Michael Avrie
House destructibility, laser visual and main functionality, weapon cycle key, laser variants, effect optimizations, laser wrap/elastic handling: Dan Dela Rosa
Trajectory dots, UI backgrounds, HUD icons, terrain textures and related support, scrolling sky, rock music for menu, announcer voices, explosion sprites, terrain outlines and crusts, artillery sprites, grass, ground burn, graphics fixes: Christer Kaitila
Elastic wall, sounds (small/medium explosions, laser, round win/loss, round start), additional sound integration: Vaan Hope Khani
Parachute defense item (sprite and functionality), boat: Matt Ayme
Environment sprites (missiles with variations, tree, rock with variations), game over and retry screens: Rodrigo Bonzerr S. Lopez
Lightning system (first pass), burst ammo bug fix: George Carter
Pause menu with Main Menu exit: Michael Tanner
Lighthouse sprite: Owen "Q-Bit" Good
Tree sprite variant: Chris DeLeon
Playtesting: Meatball, kittykatmeowmeow
Developed Feb 9-Apr 27, 2025
Project lead, core gameplay, player movement, weapon models, enemy hover drone and camera models, player/enemy gun mechanics and related visual effects, base enemy behavior, bullet holes, revolver sway feature, additional models (terminal, cardboard box, backpack): Alex Joiner
Level design and related models/textures, environment textures (steel, cabinets, concrete, mainframe, ducts, rock, grates, buildings, floors and walls), visibility occlusion optimization, laser trap movement, intro scroll, scene lighting, doors, pipes, girders, electrical boxes, stairs: Christer "McFunkypants" Kaitila
Music (combat and menu): Nicole-Brandon Paul
Health system and related UI, laser damage support, game over handling, main menu, player hurt feedback, muzzle flash bug fix, various bug fixes: Ian Cherabier
Camera and drone vision, pickups, revolver implementation, enemy/item placement, win text, explosion effect: Chris DeLeon
Environment prop models (desk, office chair, filing cabinet, corkboard): Dani (Cassidy) Noble
Sound effects (revolver shots, drone alarms, enemy damage, player jump and landing, pickups, ending elevator): Michael Avrie
Audio manager/mixer, ambient audio (outside, labs, drone hum), gun sounds (casings, mac-10 shots): Alex (Weinbagz) Weinberg
Sounds (explosion, player hurt, out of ammo): Darius "TheOscillatingTortoise" Gourdine
Movement tuning, environment standards testing, patrol code (not in release): Naji Mammeri
Ammo UI, gun icon (early draft, not in release): Luis Montaña
Ground texture: Tyler Funk
Chrome/Edge need Godot games in a new tab, won't run from itch collection.
Developed Mar 17-June 16, 2024
Project lead, core gameplay, physics mechanics, player movement, spikes, checkpoints, core tilesets, level design, hazards (falling platforms, quicksand, crumbling blocks, arrow traps), quicksand art, robot enemy (art and functionality), particle effects, title screen, transitions, coins, camera, tuning, surface-based step sound, backgrounds, settings screen: Vitor M
Assorted environment art (cactus, brick tiles, rocks, crystals, castle tiles, columns, jungle sun rays, grass), title screen, bounce sounds with variations and integration: Christer "McFunkypants" Kaitila
Stage select screen, desert theme, moving platform, slime sprite, audio manager, obstacle placement (quicksand, arrow trap), assorted sound hookups, arrow art, font selection, various bug fixes: AdilShafiq
Upbeat songs (intro and credits), fox/player respawn sound: Jason Timms
Forest theme music loops, desert theme drafts: jakeyouh dogwalker
Slime surfaces, gravity gem, spawners, purple gem collectible: Tomas Alvarez
Quicksand splash sound: Vaan Hope Khani
Landing sound: Gabriel Cornish
Falling platform: Randy Tan Shaoxian
Developed Jul 23-Dec 10, 2023
Project lead, core gameplay, Project lead, core gameplay, road spline system, overall track and landscape, main rewind functionality, controls, replay spectator, vehicle select, result screen, models (hypercar, road segments, town building, deciduous/PCG tree), UI gauges, paint color support, base map functionality, controller rumble, sound (menu navigation, muscle car tires, gear change, additional engine audio, tired skidding, shifting), Blues tune, flares, audio menu functionality, various bug fixes and asset integration, loading screen: Patrick Moffett
Racer AI (navigation, avoidance, crash correction, hit response), difficulty tuning, assorted bug fixing (esp. related to freeze bugs, rewind feature), in-game menu custom button styling, addressed subtle exploits, rewind feature improvements, UI features (finish line indicators, race position), voice acting (radio station intros, AI racer barks), advanced visual logging, variable resolution support, map and minimap improvements, build configuration: Justin Montgomery
Music (orchestral, chiptune, rock, country), sports car model, guard rails, many rock models with textures, rain (particles and sound), pine trees with variations, square flag: Rodrigo Bonzerr Lopez
Dynamic engine sound, base commuter AI: Fahad Muntaz
UI color pallete, Options menu setup, button styles, font integration (PassionOne): Michael Monty
Clock tower, main menu, button bindings fix: Tyler Funk
Village area track, mountain terrain features: Brian J. Boucher
Skidmarks: Neil Urwin
Alpine Hotel model: Cooper Willis
Diamond road sign model, road signs (public domain): Christer "McFunkypants" Kaitila
Pause menu: Tom Schultz
Playtesting: Klaim (A. Joël Lamotte)
Developed Jul 23-Nov 19, 2023
Project lead, core gameplay (player movement, weapons, splash damage, resource pickups, inventory system, added pickup items), environment development (spawners, game world design, additional level design), core gameplay UI, audio (gameplay music composer, integration, music manager, additional sounds), enemy AI (enemy types, enemy behavior, created encounter triggers and listeners, scatter shot and piercing damage), main menu, pause menu, performance optimization, save/load of player preferences: Nicole-Brandon Paul
Brutal fortress level, vfx (scattershot, ice blast, steam, fire barrier, shot impacts), pickup material improvements, lighting, environment pieces (animated lava, pipes, railings, arches, ramps, small stairs, walls, doors, concrete barrier, keys, light trim, walkways, rocks, ceiling lights, rocky walls, sharp corner, reusable ceiling modules, gear, curved stairs), textures (pressure-plate, amber light, amber trim, concrete, dark steps, tech greeble, stone tiles, grate walkway, warning strip, several concrete texture variations), skybox, crosshair: Christer "McFunkypants" Kaitila
Quadruped model and materials, bonefrog enemy: Patrick J Thompson
Models and materials (item spawner, enemy tower, fireball, tower enemies, 3 health pickup variants): Armando Navarrete
Models (animated hands, key, ammo/potions, beacon): Dani (Cassidy) Noble
Barrier demon animated model, audio bark for barrier enemy: Tyler Funk
Sounds (pickups, attacks, doors, speed pickup, portal), menu music, ammo UI, grace jumps and enemy drops: Zach Rouhana
Sounds (enemy explosion, hitscan damage), audio bug fix, collider trigger fixes: Stebs
Shield and health models: Gabriel Cornish
Enemy initial projectile support: Neil Urwin
Gameplay music performance (guitar and bass), used with permission: Loren White (non-member)
Developed May 18-Oct 5, 2025
Project lead, core gameplay, turn based combat system, character models/animations/implementation (players, enemies, bosses), core level design and decorative models (church, windmill, haybale, inn), 4 cutscenes, spells and items, profile pictures & names, tutorial, objective display, city dialogs and character icons, party and overworld main UI, camera collision, game over screen iterations, particle systems, audio integration, damage notifications, bug fixes and gameplay tuning: Dani Noble
Combat interaction improvements, party member data storage between levels, common UI widgets (battle HUD, item shop, start menu, victory screen, dialog), pause with system screens, chest model, bug fixes (consumables, combat mode, save system, input guides): m0nkeybrain
Post processing cross hatch brushed effect, iteration on crit hit and dodge handling, water surface and underwater effect, battle cooldown timer, distance render optimization, lightning iterations, assorted bug fixes (save, battle target selection, defend and retreat, dangling references, dialog, sky box, HUD, chests, animation issue): Justin Montgomery
Enemy chase and navigation, overworld to combat and combat to overworld transitions, enemy spawn zone and related save data, sword model, attack and shield particle vfx: Christian Gabbianelli
13 talking cat NPCs, Models and textures (castle, guard tower, lamppost, gate, ivy, arches, stones, house, fences, stone paths), 8 plants (incl. bonsai, brambles, roots, shrubbery), environment (courtyard, edge hiding), ambient audio integration, title screen logo: Christer Kaitila
Common combat data (items, magic) and connected to techniques (unused), unified battle/item/magic system, multi-targeting, attack commands and targeting, ranged attack sequence improvements, overworld map iteration, bug fixes around Gideon and healing: Jonartis
Soundtracks (battle, defeat, victory, overworld, town, cat song), settings menu, quest display, objective checks, music zone adjustments, audio bug fix: Stephanie Urch
Quest distance UI system, Music zone placement, castle room, level landscape adjustments, sky tint solved, music levels: Sergey_UE
Sounds (sword clashing, taking damage, chest opening, attack debuff, magic spawning, wind, rain, waves): Darius Bryson Gourdine
Game over screen functionality: Ian Rich
Enemy health bar, battle save data: Luis Montaña
Player character collision fix, Lady of the Lake animation bug fix: Pierre NOEL
Coblynau enemy model (unused): Tyler Funk
Fixed cobblestone collisions: Simone | ZilpioGaming
Building position fix: Bradley OFarrell
Inkpot plugin (unused): Gwynim
Playtesting: Michael Avrie
Developed Apr 14-July 7, 2024
Project lead, core gameplay, player controls, boss AI, boss and player sprites including programmatic animation, boss and player weapons, camera behavior, main background, level design, UI art, gun sounds, tracer and muzzle flash, destroyable objects, health system, title/ending modeling, backpack pickup, tutorial area, endings: Alex Joiner
Particles (bullet impact, embers), platform art, concrete tiles, night sky, sound effects (mech move, player damage, landing), additional environment pieces (crates, steel blocks, antenna, steel girder, gate sprites, clouds), mission text styling, drone art: Christer "McFunkypants" Kaitila
Set decorations (car, bus, bench, bin, lamp), title/ending image paint over: Elizabeth McMahill
Main battle music: Lucas Ciarlante
Pause screen, walk sound and step implementation: Fernanda Robles
Player dash, dash trail effect: Neil Urwin
Healthbar: Luis Montaña
Barrel: Barış Köklü
Wwise experimentation (unused): Dannyellis Meléndez
Playtesting: Dani (Cassidy) Noble, Klaim (A. Joël Lamotte), and Elizabeth McMahill
Developed July 21-Nov 24, 2024
Project lead, core gameplay, multiplayer programming (Steam and LAN support), level design, paper football physics, computer AI player (functionality, behavior, tuning), environment intro cinematics, round mechanics, camera, spectator mode, controls, fan functionality, lighting, UI, menus, configuration options, visual effects, optimization, visual debug features, assorted fixes and asset integration: Justin Montgomery
Audio lead, cozy main music, school song, bedroom theme, additional chill song, lobby music, football sounds (flick, bounce and landing surface variations), appliance loops (dishwasher, fridge, washing machine, TV sound, radio, oscillating fan), science lab bubbling, win claps sound, RC car audio, score sound, window birds, bathroom sound, water drop, button sounds (click, hover, cancel, error): Chris "BOLT" Bolte
Kitchen table with chairs, chandelier, lava lamp, couch, fridge, TV for school cart, living room furniture, related collision and materials setup, Linux build adjustments: Gwyn Henry
Kitchen cabinets (modules modeling, collision setup, placement), also for sink, bed, dresser, locker, robot toy: Ian Cherabier
TV model, TV screen effects/content, mug jazz pattern: Tyler Funk
UI shot meter dynamic sounds, metasounds integration: Darius "TheOscillatingTortoise" Gourdine
Books, cardboard box, wall socket, light switch, 90s stereo, baseboard trim, environment textures (stucco, wall variants, paper, wood, marble), (integrated) public domain cat paintings: Christer "McFunkypants" Kaitila
Spline obstacle movement (including support for looping and speed changes): Christian Gabbianelli
Landline and cordless phone: Alex Joiner
Minor Mac support project fix: Dan Dela Rosa
Sandbox experimentation (internal use only): Karen McMullan
Fan cage model/texture: Chris DeLeon
Playtesting: Neil Urwin, Jason Timms
Non-HomeTeam/External Playtesters: Henry Palmer, Sebin Suresh, Francesco Fanizza, Matt Mariutto
Developed Dec 10-May 26, 2024
Project lead, core gameplay (tank movement, ability upgrade system and related authoring, weapons, camera, health/armor, collision handling, controls, EMP, turbo), enemy AI, level design and decoration layout (including roads, fences, trees, props), adaptive enemy spawning, explosions (all variations, including EMP and nuclear blast), destroyable environment pieces, tuning and balance, scene lighting, pickups, physics values, in-game UI, grass wind effect, menus, main asset integration (audio, models, textures), optimization and performance settings, title background, bug fixes: Justin Montgomery
Audio lead (music for city/country/menu, ambience background loops, sound effects for firing, miss, missiles, damage, building destruction, rocks breaking, engines, EMP, shield, button sounds, pickups notifications, nuke, homing sound, turbo, volume balancing): Chris "BOLT" Bolte
Reticle UI, aiming mode, tank missile and related collision, rocket trail effect, tank tread animation, dust particles, nuke model: Patrick Moffett
Opening story, 7 rock models, linux build testing: Gwyn Henry
Assorted city decoration models and textures (buildings, houses, trees, planes): Dani (Cassidy) Noble
Barn, fence, baarrel, hay block, plane, hay particles, additional buildings, country test song (draft, not in final): Rodrigo Bonzerr Lopez
Metal decorations, grass, tank engine sound, ground textures, wood/concrete materials, additional rocks, scorch decal: Christer "McFunkypants" Kaitila
Initial city music (draft, not in final): Cooper Willis
Chaos destruction for barn, tanks hell collision fix: Craig F
Pause menu, camera shake: Christian Gabbianelli
Small farmhouse: Jason Timms
Models for traffic light, lamp post: Agustín Martínez
Playtesting: Elizabeth McMahill (two testing rounds), Klaim (A. Joël Lamotte)
Supports browser webGL/flat and Quest VR
Developed Oct 27-Mar 9, 2025
Project lead, core gameplay, VR implementation, tool grabbing, maple leaf, bonsai pot, web interaction, branch model/material (with dead variant), soil texture, wire tool functionality, energy system, menus, assorted fixes, controls guide, usability improvements: Kelly Mark (tinyzigzag)
Procedural tree system (trunks, branches, leaves, related visuals and collision physics), limb cut and falling effect, energy hierarchy flow, skybox improvements: Christian Gabbianelli
Textures (walls, floor), raked sand, walled/doorways environment, birds, terracotta tiles, sky, rocks, menu leaves, light baking: Christer "McFunkypants" Kaitila
Glove and scissors (model, texture, animations), input action tracking improvements: Neil Urwin
Ambient tune, menu song, sounds (leaves, UI, watering, bird variations, branch snapping, happy tree notification): Chris "BOLT" Bolte
Watering can model, scissor sound with variations and audio manager implementation, main menu, post processing, rotation smoothing, couple of bug fixes: Adeel Bashir
Small table model, wire tool model and integration: Ian Cherabier
Tree lost audio: Darius "TheOscillatingTortoise" Gourdine
Branch cutting improvement / bug fix: Jason Timms
Particles (water, energy sparkle swirl), mouse depth control, web/flat mode nearest branch detection improvement: Chris DeLeon
Narrative prototyping (unused): Oriphiel Blanco
Playtesting: Klaim (A. Joël Lamotte), Elizabeth McMahill, Michael Avrie
Developed Sep 17-Dec 10, 2023
Project lead, core gameplay. player and boss sprites, melee, dialogue manager, main level design, boss fight, turret, UI, assorted environment art, knockback, detective elements (murder scene, weapon, related implementation), chains, boss sound, projectiles: Luis Montaña
Docks secret area design, draw bridge, checkpoint system, health pack, toxic water animation, camera zoom on trigger, drawn respawn, fall respawns with delay: Ian Cherabier
Movement tuning, player death, turret bullet collision, dialog box polish (fade, blip), police chatter, Buzztown theme integration, debug cheats, player reset, sounds (jump, hit, death, turret shot, steam whistle): Stebs
Steamdog sprite, steam particles, parallax, environmental decoration (skyline, background pipes, spinning gears, whistle, streetlight): Christer "McFunkypants" Kaitila
Buzztown theme music: Zach Rouhana
Camera look ahead, ground tile fill, floor tile variation, player melee sound: Gabriel Cornish
Main menu, robot dog sound, healthpack full feedback, credits screen setup: Neil Urwin
Steamborg sprite with animations, Steamborg functionality (based on Steamdog): Chris Lange
Playtesting: Stebs, Ian Cherabier, Klaim (A. Joël Lamotte)
Developed Dec 31-Apr 21, 2024
Project lead, core gameplay, character models (sheep, wolf) with related animations, character AI (pathing, idle, chase, flee, pack fixes, attack, dog protective behavior), main level design and environment decoration (including trees, grass, terrain), player rock throw aimer, controls, blocked camera dithering effect, game over screen, ghost (prototype only): Kelly Mark
Dog model with animations, health UI, models/textures (barn, sword, lantern, volcano, crater), armageddon effects: Dani (Cassidy) Noble
Dog state changes, cat movement fixes, scene transition fade, AI error logging: Fernanda Robles
Gameplay music: Michael Fewkes
Level design improvements, sheep collision fix, loading manager, pause method: Stebs
Player cat model and related animations: Elizabeth McMahill
Dragon model/texture/animations: Tyler Funk
Dragon flamethrower (texture, material, particle system): Andy Sen
Dragon fire sound, fire effect hookup: Dannyellis Meléndez
Mountain and rock model/texture, butterflies, skyboxes, sheep sounds: Christer "McFunkypants" Kaitila
Rock lock-on, wolf star particles hit effect, rock throw fix: Neil Urwin
Settings panel, null crash fix: Alex Joiner
Wolf pack behavior (basic), outside sound recording, camera position fix, debugging visualization improvements (internal use): Chris DeLeon
Developed July 18 - Oct 10, 2021
Project lead, core gameplay, main mech development (models and functionality), level design, portal weapon, building models, enemy mech AI, night mode, minimap, Mars textures, muzzle flash, emissions effects, lighting, in-game cursor, camera functionality, projectile pooling, orthographic setup, shield bar, additional weapon sounds, assorted bug fixes, culling optimization, low shield warning, quality settings: Bilal A. Cheema
Gameplay music, menu music, forcefields shader, explosion effect, aim improvements, laser shaders, editor script bug fix, explosion pooling, hitpoints system, crater models, fire and smoke effects, additional building, music manager: Will McKay
Boost feature functionality, UI, AI waypoints support, sound manager, initial sound integration, start menu, assorted code/warnings cleanup, menu fade, menu colors: tiago.dev
Laser fence, grid wall, additional rock model, shield pickup, power pickup, pick up rotation, building repair, Calamity homing rockets, sound and music toggles, controller settings menu: Filipe Dottori
Initial prototype functionality, original design co-lead for weapons and mechs, trigger and camera design, spaceship model, aim functionality: Nouman Waheed
Sounds (shield pickup, low shield warning, ion cannon, EMP, power pickup, rifle, rocket, bomb, portal, building destruction, enemy cannon), several rock models: Patrick McKeown
Calamity rockets sound: Abhishek @akhmin_ak
Selection sound: Philip Greene
Developed Nov 7-Mar 13, 2022
Core gameplay, weapon system, market level design, player movement (including wall running, dash, grapple), main enemy AI code (pathfinding, use of cover points, attacks), civilian crowd waypoint, enemy grenades w/ indicator, health, UI, basic walls/doors, weapon switching, sonic gun functionality and effect, audio manager, sound integration, powerup float effect, gravity flipping, artillery mech jump turn, scene transitions, end menu, sci fi door integrated, assorted bug fixes: Jeremiah Franczyk
Models (sonic gun, grenade, grenade launcher, hover robot enemy, rocket artillery enemy, rocket, laser gun, ammo pickups, grenade box, health item, pickup pad, sci-fi display), laser gun effect and related implementation, laser sound, artillery mech initial AI, enemy muzzle flash: Armando Navarrete
Dark alley level, environment textures, assorted decorative decals (rivets, pipes, office windows), gauss cannon model, alien plant, bullet tracer, fire escape stairs model, bush models, grass texture, air conditioner, street light, greebles, tiling roads and sidewalks: Christer "McFunkypants" Kaitila
Wall run bug fix, player muzzleflash, light and color grading, gravity warp grapple effect, grapple beam, models (animated civilian astronaut, trees, sci-fi crate), market level decoration, light baking, triplanar shader: Tyler Funk
Main menu warp drive effect, tutorial level design, tutorial scene buildings and decoration pass, Mars skybox, shipping container model, main gun model: Gabriel Cornish
Market chase scene music: Simon J Hoffiz
Rock model and texture: Ashleigh M.
Nature level: Luis Montaña
Start menu and original menu background effect: Samuel Axon
Pause menu, tutorial prompts, player reset after fall: Stebs
Click and mouse hover UI sounds: Rob Tunstall
Texture compression to optimize build size: Andy King
Gun rendered on separate camera layer: Batu Aytemiz
Dome cage model: Chris DeLeon
Developed Jun 26-Oct 9, 2022
Project lead, core gameplay, character animations, toon shader, level design, boss fight, checkpoints, fire hazards, player movement and combat, enemy AI, camera code, door trigger system, dynamic wire color, moving platforms, robot model, conveyor belt, environment models (crane, dumpster, street light, window, street sign, rubble), tutorial UI, audio integration, assorted sounds (crane, battery, jump, flamethrower, footsteps, enemy hit sound), pressure switches, battery model and material with damage variation, song crossfade, destroyable barrels: Patrick Moffett
Final boss music, barrel model with wood textures, cement mixer, boss fight sound, tree model, robot hover sound, shovel model, hardhat, hammer: Rodrigo Bonzerr Lopez
Fall damage, hip fire when target locked, slingshot trail effect, shot arc: Cooper Willis
Player healthbar, UI ammo indicator, game over buttons, menu text improvements, updates to loading screen and general UI: Michael Monty
UI scaling, stair collider fix, menu skybox improvement, end game explosion effects, debug cheats functionality, gamepad pause support, better targeting behavior: Mike DiGiovanni
Factory music: Ashleigh M.
Sounds (ammo pickup, slingshot firing and hit), slingshot pebble model, machine whirring loop, material variations for buildings: Chris DeLeon
Health pickup item with related sound: Fahad Muntaz
Health pickup heals player, pause/unpause: Colton Henderson
Grass shader: Rohit Narwal Kumar
Water dripping sound effect: Jared Rigby
Playtesting: mike dg, Michael Monty, and Klaim (A. Joël Lamotte)
Developed Dec 5 - Apr 24, 2022
Project lead, core gameplay, network code, player models (including materials and animations for both turtle and hippo), spider enemy, follow AI, stone and brick wall materials, level layouts, torch model, pickup orbs, lighting (baking and volumetric), health/mana functionality, trees, avatar switching, animation blending, water shader, UI, spellcasting, sword, rocks, grass, assorted bug fixing: Tyler Funk
Crate with texture, player control fix, goblin enemy, in-game menus, options menu, menu color adjustments, pause menu: Patrick J Thompson
Portal jet effects (with variations), torch flames, shockwave effect with distortion: Andy King
Dungeon pillars and stone walls, spiderwebs, menu and logo improvements, chains, stair fix, crystals, candles with related flame effects, footstep integration: Christer "McFunkypants" Kaitila
Barrel (model, materials, and two broken variations): Luis Montaña
Heal sound, magic attack sound, melee attack sound: Rob Tunstall
Dungeon music: Michael Fewkes
Mute toggle, stone step sound: Stebs
For Mac use the itch app to download the native build
Developed Dec 4 - Apr 16, 2023
Project lead, core gameplay, 3D character modeling / textures / animations, enemy AI, fight system, IK support, input handling, boxer movement, music, camera behavior, toon shader experimentation and tweaks, audio system, health and stamina, asset integration, menus, flame effects, match logic, scoreboard, font selection: Patrick J Thompson
Hit collision improvements, background crowd visual, sounds (ring bell, crowd ambient noise, boos, punches, hit oofs, footsteps, menu audio), keyboard control, airburst shockwave, facial expressions (with blinking): Christer "McFunkypants" Kaitila
Updated anime/outline shader, rendering pipeline adjustments: Tyler Funk
Boxing ring, crowd state management, punch trail shader: Neil Urwin
Block mechanic (initial functionality): Barış Köklü
Developed Jan 16 - June 5, 2022
Project lead, core gameplay, player gliding, models (keys, tower), puzzle levels design and related functionality, block pushing, writing, tablet story system, tower elevator controls and related cinematic system, rings platforms, camera behavior, debug functionality, completed inventory screen, monolith, progress save, tutorial area, controls screen, ending, assorted bug fixing: Simon J Hoffiz
Deer model/texture, player model and animations (plus related walk/run/glide movement integration), wings, clouds, tree sapling, water shaders, rock colliders, river, waterfall, day and night sky effects, ground detection fix: Tyler Funk
Models (ruin pillars x3, obelisk console, mirror, chalice, hammer, level 3 parts), key system, level tower selection, mirror laser functionality, mirror controls, level 3 exit platform animation, level 3 environment: Armando Navarrete
Models (crystals, obelisk stand, rune stone, rocks, hills, rune pillars, coffee cup, wrench, book), skyboxes, grass, rune textures, rune tablets, glow materials and related particles, sandstone materials, brick mesh, grass rendering issue fix, title screen effects, additional puzzle scene 1 decoration: Christer "McFunkypants" Kaitila
Player run, models (rock, spoon, flute, pencil), bush placement: Ian Cherabier
Stone lantern, flowers, bush, puzzle and ring 2 environment decoration: Luis Montaña
Collectibles inventory tracker and related UI, inventory animation, game pause, in-world dialog box: Will McKay
Path shader, nebula skybox materials: Andy King
Platform smooth movement, player recovery after fall: Barış Köklü
Music manager: Michael Fewkes
Collision fix for pushable boxes, puzzle 4 bug fixes: Grygoriy Kulesko
Looping ambient sounds: Rob Tunstall
Smooth fall recovery experiments (not in release): Brandon Hillig
Player returns to last portal pillar used, minor camera bug fix: Chris DeLeon
Developed May 2 - July 18, 2021
Project lead, core gameplay, main controls, weapon bob, step sounds, low health heartbeat feedback, teleport sound, main weapon features (scattershot, ricochet, rapid fire), store UI, outline shader effect, hub scene, occlusion culling, player death, settings persistence, menu font selection, gamepad support, custom sliders, assorted integration, html5/webGL related support fixes, minor optimizations: Tyler Funk
Charger enemy AI, navmesh integration, AI wander behavior, AI line of sight and facing limitation, enemy, destruction effect, ranged enemy support, enemy spawn fix, explosion and laser sound, player hurt sound, damage feedback effect: Ian Cherabier
In-game health and other stylized HUD, healthpack functionality, player health system, mousewheel weapon change, different reticle per weapon, dash recharge, UI-related bug fix, healthbar animation: Anna Rossetti
Skullboom arena level, baked lighting, material palette, low poly environment primitives, floorboards/trim/beams, player speed tuning, jump pad zones, input refactor, coin/click/tick sounds, shot trails, main menu polish, screenshake: Christer "McFunkypants" Kaitila
Small enemy models (charger and second ranged), robot skull decoration, ice elemental gun, portal model: Gabriel Cornish
Facing Portals level, fire element sound, jump tuning, jump sound hookup: Jeremiah Franczyk
Soundtrack (Arena and Dubstep): Simon J Hoffiz
Ice projectiles with trail, fire gun, fire bullet: Charlene A.
Player gun model, large enemy robot model: Dani (Cassidy) Noble
Player jump, currency system, save/load functionality: Barış Köklü
Main menu UI, camera alignment improvement: Ben Stone
Portal (including ripple effect and teleport functionality): Audrey Margolis
Health pick up model: Jeff "Axphin" Hanlon
Basic projectile sounds, audio manager, gunshot integration: Michael Fewkes
Pause menu with immortal mode and fire delay options: Luis Montaña
Developed Mar 3-Jul 28, 2024
Project Lead, core gameplay, environment design, building models (all), player control, Captain Stardust model and animations, enemies, vehicle models and traffic behavior, combat, missions, item carrying, tuning, World Event systems (fire/water, food delivery, cops/robbers), main menu iteration, assorted bug fixing, cheats menu, audio integration: Dani (Cassidy) Noble
City AI navigation, robber flee behavior, ragdoll fix: Dylan Peck
Song ("Growing Up"), models (roads, subway entrance, burger), crowd sounds: Christer "McFunkypants" Kaitila
Minimap functionality, newsstand item: Neil Urwin
Narrative UI styling: Elizabeth McMahill
Sewer grate, fountain: Luis Montaña
Pause menu: Ryan Gaillard
Main menu: Stebs
Low poly tree: Ian Cherabier
Playtesting: Klaim (A. Joël Lamotte), Elizabeth McMahill, Neil Urwin
Developed May 8 - July 17, 2022
Project lead, core gameplay, player weapons, power bar, lighting, main AI states, float bot, plasma attack, destruction particles, player hand models, enemy spawn manager, medium bot improvements, damage sphere, pickup indicators, health regeneration, various enemy tweaks, damage sounds, wave display, decorative effects, game over UI, blue drone, slow motion pickup, asset integration and bug fixes, improved audio system: Bilal A. Cheema
Medium floating bot, rudetech logo, caution decal, small melee/explosion bot model and texture, cylinder bot art, debug spawner: Liyi Zhang
Laser eye with trail, drone guard model and textures, proximity AI, muzzle flash particles, directional damage indicator sprite, assorted sounds (including variations for slow mo, shots, robot sound, explosions, hit impacts, jumps, engines, self destruct): Christer "McFunkypants" Kaitila
Self destruct enemy behavior, additional work on melee enemy: Syed Daniyal Ali
Score based on survival time, score save/restore, game timer, fall death: Farah R
Drone music: Klaim (A. Joël Lamotte)
Sounds (waller attack, idle, and small destruction): Patrick McKeown
Flapping sounds: Abhishek @akhmin_ak
Playtesting: Gonzalo Delgado, Christer "McFunkypants" Kaitila, Rohit Narwal Kumar, Liyi Zhang, Rodrigo Bonzerr Lopez, Tyler Funk, Patrick McKeown
Developed May 8 - July 10, 2022
Project lead, core gameplay, level design, player sprite animation, boss fight music, weapons, environment art, boss, saving settings, UI, lighting and goo/muzzle vfx, enemies, voiceover, in-game instructions, aim cursor, elevator, intro scene, asset integration, tuning and bug fixes: Johan Östling
Advanced tentacle IK, tentacle eye animation, radio message reveal text based on audio length, player and enemy health systems, baby tentacle monster sprite sheet, player stats, additional player collision debugging, Linux support fix: Evan Sklarski
Mission briefing, rifle sprite, rifle sound, IAT logo, palette, play testing & feedback: Patrick McKeown
Game music: Alan Zaring
Title logo and related animation, player particles, paperclip sprite, enemy hit sound effect: Christer "McFunkypants" Kaitila
Music script, pause menu, input fix: Syed Daniyal Ali
Footstep sounds: Abhishek @akhmin_ak
Developed Feb 27-May 1, 2022
Project lead, core gameplay, level design, planet earth, shield ring, laser textures, glow and shake effects, background art, health UI, pointer animation, reward particles, countdown timer, assorted bug fixes, ship explosion sprite, tutorial: Gabriel Cornish
Dialog avatar, speech bubbles, dialog animation, dialog system, player score reset, main menu, pause menu, start of level screen, game over arrow input, level transition: Simon Donohoe
Art (red planet, frozen planet, ship, blue ship, green ship), animation (fog, thrust, intro): Luis Montaña
Music (main menu, win, loss, stage), sounds (player shoot, reward collect): Rob Tunstall
Player portrait with animated: Gonzalo Delgado
Level reload functionality: Ian Cherabier
Dynamic planet clouds, red cloudy planet: Tyler Funk
Shield orbs (particle, beam, orb), explosion (sound, particles), healthpack pickups: Christer "McFunkypants" Kaitila
Developed Mar 24-Aug 25, 2024
Project co-lead, main mechanics, lead level design, tower model and environment, flying and glide implementation, floating island, elevator, platforms, telekinesis, tuning, levitation highlight, splash screen fix: Simon J Hoffiz
Project co-lead, core gameplay, player character, cloth sim, models (handholds, handcrafted mountains, tunnel, shard), climbing with hand IK, water, mantling, puzzle system, save system, triplaner environment material, rope bridge, grass with dynamic displacement and dither distance fade, post-processing settings: Tyler Funk
Detail scatter tool, spline mesh tool, procedural mesh tool and related sample, cave region, lightweight test map, landscape updates: Christian Gabbianelli
Environment textures (variety of plants) and model chunks (cliffs, rocks, sand, rock arch, slate block, pebbles), mesh generators (boulders, mountains), slippery ice, music integration, environment performance improvements: Christer "McFunkypants" Kaitila
Stamina bar and related functionality (including drain), gliding unlock, shard collection UI updates, flapping noise integration: Luis Montaña
Main level music: Alan Zaring
Footsteps linked to ground material, spline mesh actor rendering, shard pickup visual effect, grab input, main menu button hookups (continue, restart) and improvements (hover and confirmation), main menu music integrated: Dylan Peck
Level unlock system: Andy Sen
Camera adjusts during glide: Barış Köklü
Play in-browser now, or download for Quest VR (free, side loaded apk)
Developed July 19 - Dec 20, 2020
Project lead, core gameplay, railgun and chain reaction functionality, Quest VR support, time reversibility and related locomotion, assorted bug fixes, additional level design, menu score tally/reset, ship wake effect, water and ground based movement variants, additional voxel buildings: Chris DeLeon
Title logo, menu animations, explosion effects, damage/score text pop outs, post-processing variants per stage, UI scaling, score display, laser effect tuning, particles fixes, skyscraper window lights experiment, optimizations, support for variable ammo limit per zone, high score save/load: Kornel
Ocean level design, improved waypoint aircraft support, initialization bug fixes, Ocean story text: Ian Cherabier
Audio programming for time dilation distortion (including reversal), target alignment editor extension for level design, city ambient background noise, audio integration: Michael Fewkes
Chaos Dimension and City level design, piñata model, elephant shading: Jeremiah Franczyk
Modern skyscraper model, non-Quest VR support, VR cannon scope, trench landscape, blimp model, tree model (original and optimized): Tyler Funk
Cartoonish UFO model, WW1 plane models (Spad and Fokker), time-adjustable propellor script, damaged countryside building: Marcel van Dijk
Cinematic text intro feature, chaos dimension concept and foundation (including original temporal variations), rainbow worms, voxel model material optimization, horizon textures (city skyline, hills), trails on certain plane designs, Countryside level main layout, main menu particles cyclone, all story text authoring: Christer "McFunkypants" Kaitila
Menu, Ocean and Countryside music: Alan Zaring
Desert/City and Chaos music: Simon J Hoffiz
Models (frigate, F-16, aircraft carrier), textured main cannon: I-wei Chen
Menu to level fade transitions, time rate adjustment tuning, cannon exhaust smoke: Rikard Åkesson
Submarine model, building models for modern city, assorted spacecraft models: Gabriel Cornish
Modular spaceship and texture, standalone skyscraper model, British tank and texture: H Trayford
Models (Brandenburgertor, flying cow): EyeForcz
Teleport points feature, scene reset, round summary screen: Barış Köklü
Time cannon weapon model: Trenton Pegeas
World War 2 plane model: Ygor Dimas
Cannon and explosion sounds: Jeff "Axphin" Hanlon
Ammo cubes blink when turning off: Brian Nielsen
Additional story Input: Bjorn The Fire, Carson Sanders
Developed July 6 - Jan 11, 2026
Project Lead, core gameplay, main network multiplayer with related backend (including a few rewrites and countless bug fixes), character creation/selection, UI actions, status effects and stat systems, skill cooldowns, spells, global logging, stats manager, assorted integration, entity spawning, camera behavior, collisions, separating gameplay from physics, hub level design, ring of fire: Uraxii (Nicole-Brandon Paul)
Project Co-lead, Lake Natalie environment, town details, archa enemy with animations, models (cliff, crystals, town buildings, dungeon meshes, boulders, foliage, crates, sculptures, cloth flags, rope buntings), environment textures (sky, sun, water, foliage, clouds, cliffs, rocks, mud, sand, wood, wall trim, pipes, decals, hand drawn effects), particle effects (splash, smoke, falling leaves, sand dust), windy cloth shader, moving clouds, waterfall effects, sounds (ambient wind, gem socket, spell fail, footsteps, melee combat, UI tones): Christer Kaitila
Tutorial dungeon with related HUD/hotbar, Coalescence dungeon layout, tutorial sequence authoring (opening, plaza, miniboss, initial horde, clear boulder, enemy reveal, heal, allies backup), music integration with tutorial sequence, interactables, cursor targeting system, controller support, drag & drop inventory, item tooltips, interaction prompts, healthbars, base enemy logic, spellcasting fix, various bug fixes, title screen UI, server install documentation: Jesse Rupe
Music (complete soundtrack, 6 songs), scripted dynamic layered music with transitions, music integration with gameplay, skip-friendly animated credits scene, title screen background scene and lore display, music options menu, weapons models (swords, polearm), various scripting and bug fixes: Michael Avrie
Local testing support and related UI, early version of server/client world scene replication, client API, player spawn with camera control, initialization correction, packet manager, docker build fix: Justin Montgomery
Player base model and materials with idle/walk/run animations, Moebius-style shader: Tyler Funk
Edge detection shader, windy cloth shader double-sided fix, dungeon post processing setup: Liyi Zhang
Quickstart guide (internal doc), ground material detection, client side data saving: Dávid Tóth
Spell icons (fireball, ice, lightning, block, parry, wind, caduceus), deselect target sound: Chad Serrant
Zoom scroll smoothing, prevented camera flipping: David Bates
Compiled credits: Chris DeLeon