These games were created by online team members in HomeTeam GameDev. We're a community of around 100 people making games together remotely since October 2015. Each quarter we tally which members participated at least 2/3 of the weeks during those 3 months. We refer to these consistent contributors as "Game Changers."
Click on any name to learn more about that member's progress in learning game development. Anyone can apply to practice game development with HomeTeam GameDev.
Current Game Changers / Consistent Contributors:
27 quarters: H Trayford
25 quarters: Vince McKeown
24 quarters: Randy Tan Shaoxian
19 quarters: Tyler Funk
18 quarters: Vaan Hope Khani
17 quarters: Ian Cherabier
16 quarters: Cassidy Noble
14 quarters: Michael Monty
8 quarters: Dan Dela Rosa
6 quarters: Jason Timms
5 quarters: Christian Gabbianelli, Justin Montgomery, Allan Regush
3 quarter: Chris "BOLT" Bolte
2 quarter: Kelly Mark, Darius "TheOscillatingTortoise" Gourdine
1 quarter: Victor Debone (javascripl), Adrian "zoldar" Gruntkowski
Former Game Changers:
17 quarters: Michael Fewkes
16 quarters: Klaim (A. Joël Lamotte)
15 quarters: Gabriel Cornish, Stebs, Tylor Allison, Charlene A., Brian J. Boucher
14 quarters: Patrick McKeown, Jeremy Kenyon
13 quarters: Rodrigo Bonzerr Lopez
12 quarters: Luis Montaña
11 quarters: Grygoriy Kulesko, Armando Navarrete, Grygoriy Kulesko, Caspar "SpadXIII" Dunant, Jeff "Axphin" Hanlon, Kornel, Ashleigh M.
10 quarters: Gonzalo Delgado
9 quarters: Simon J Hoffiz, Barış Köklü, Bilal A. Cheema
8 quarters: Syed Daniyal Ali, Ryan Malm, Patrick J Thompson, Terrence McDonnell, Fahad Muntaz
7 quarters: Jonathan Peterson, Patrick Moffett, Andy King, Jaime Rivas, Brian Nielsen, Will McKay, Justin Chin
6 quarters, Neil Urwin, ClayTaeto, Rémy Lapointe, Jeremiah Franczyk, Alan Zaring
5 quarters: Kyle Knutson, Johan Östling, Nicholas Polchies, Kyle Black, Michelly Oliveira, Philip Greene, Liyi Zhang, EyeForcz
4 quarters: Chris Lange, Vignesh Ramesh, Roc Lee, Cooper Willis, Jared Rigby, Sergio Ferrer, Rob Tunstall, Rohit "n4rwal" Kumar
3 quarters: Marvin Chong, Brandon Paul, Kise, Dan Lazar, Abhishek @akhmin_ak, Anthony Juarez, Praneil Kamat, Cameron Button, Chris Markle, Simon Donohoe, Bjorn The Fire, Antti L., Colton Henderson
2 quarters: Gwyn Henry, Erik Verlage, Jeremy Jackson, Trenton Pegeas, Rami Bukhari, Andrew Mushel, FightEXP, Alex Joiner, Elizabeth McMahill, Vitor M, Chad Linthicum, Evan Sklarski, Drew Beardall, Filipe Dottori, I-wei Chen, Marcel van Dijk, Carl Hughes, Andrew Hind, Ryan Cahela
1 quarter: Jordan Johnson, Trevor Morrisey, Dominick Aiudi, MrPhil (Philip Ludington), Dylan Peck, AdilShafiq, Cindy Andrade, jakeyouh dogwalker, tiago.dev, Joshua Yee, Tor Andreas Johnsen, mike dg, Luke Piazza, Daniel Xiao, Derek Miranda, Himar Gil Hernandez, Tyler Pelaez, Zac Bogner, Rikard Åkesson, Maimi Boucher, Rutger McKenna, Carson Sanders, Catherine San Luis, Lexi "LexiGameDev" Kunkel, Cyriel De Neve, Thomas Brandoli, Ygor Dimas, Trolzie, Brian Dieffenderfer, Daniel Viruet, NotNaut, Nic Barkdull, Samuel Axon, Ryan Young, Ryan Kevin Atienza, Erin Weaver, Paul Naser
Though we build games in HomeTeam, we are not a studio, so making the best games we can is not our top priority. HomeTeam exists to help members practice and get practical training, as well as hands-on experience on original team projects that release on schedule. The freeware games below are a byproduct of how our members are exploring and developing their potential year-round.
We'd also like to acknowledge our Community Ambassadors: Chris Lange, Vaan Hope Khani, Klaim (A. Joël Lamotte), Michael Fewkes, Simon J Hoffiz, Johan Östling, Patrick Moffett, Gabriel Cornish, Abhishek @akhmin_ak, Ashleigh M., Cassidy Noble, Tylor Allison, Jared Rigby and Michael Monty
Developed Oct 6-Feb 9, 2025
Project co-lead, main artist of characters (including outfits and hairstyles, player and NPCs) and environment (natural and buildings, exterior and interior with prop decorations), main crops tiles/seeds, edge tiles, inventory items/tools, UI, economy and balancing, museum art, bee, dialog sprites, time of day indicator, help screen, sounds (step variations, tree chop), assorted bug fixes: Cassidy Noble
Project co-lead, main programmer, character creator interface, fishing, animation manager, map system, NPC interaction memories, camera movement, currency systems, furniture support, time of day change, dialog system, gift feature, crop data authoring, quest system, purchase menus, UI paging, event manager, font selection/integration, assorted integration and bug fixes: H Trayford
Wildlife (butterflies, bunnies, bumblebees) art and behaviors, ambient sound (birds, waterfall, seashore, tv static), action and particles (plant, harvest, till, water, door, fishing related), shore environment art, title screen, sun effect, shadow rendering, walking sound, weather effects and related sounds, particle system and related optimization, gamepad support: Christer "McFunkypants" Kaitila
Museum music, mishing music, music integration and crossfade, sowing sound: Alex (Weinbagz) Weinberg
Main background music: Alan Zaring
Sprites (tree, sunflower, apple tree, lime tree, stumps, dead tree improvement, mini grand piano): Owen "Q-Bit" Good
Stamina fix, tilling tool check correction: ishan
Potato, pumpkin, strawberry, crop dead stage fix: Elizabeth McMahill
Developed Sep 15 - Jan 12, 2025
Project lead, core gameplay, level design, main artist (including most environment and UI art), fire behavior, point of interest system, water/chemical drop, music (failure, success, menu and map), tile animations, menus (including main, help, summary, credits), balancing, reactive UI, animations, destroyable structures, particle system improvements, UI sounds, game feel tweaks and assorted bug fixes, final logo: Victor Debone (javascripl)
S64 helicopter model/spritesheet, physics frame independence, smoke and water particles, wind system, alternate control key support, vehicle picker refactor, map data optimization, graphics fix: Adrian "zoldar" Gruntkowski
GUI dial animations, plane shadows and outlines, sound loops (propeller, helicopter blades, rushing water, extinguish, raging fire, water tank fill, splash, fire damage), dynamic sound pitch shift, sound handling improvements, minor bug fixing: Christer "McFunkypants" Kaitila
ontrol to lower throttle, additional movement tuning, pause feature, debug output cleanup: Patrick McKeown
Plane scaling based on altitude, forest fire ambient loop: Jason Timms
Sounds (big airplane fight, fire ignition, water handling), early logo iteration: Vaan Hope Khani
Initial facing indicator, vehicle map highlight, hide HUD feature: Randy Tan Shaoxian
Sand tiles: Allan Regush
Playtesting: Bryan Le, Klaim, Rodrigo Bonzerr S. Lopez, kesipyc (external)
Chrome/Edge need Godot games in a new tab, won't run from itch collection.
Developed Jul 7-Jan 26, 2025
Project lead, core gameplay, level design, item drop system, background models and dynamic spin field grid, enemy spawn and projectile system, main enemy and weapon behaviors, player sprite, hurry up mode, asset integration and assorted tuning: Chris DeLeon
Theme music (gameplay, title screen), sounds (ship destroyed, laser sound, enemy defeated, plasma beam, enemy firing, plasma ball, pause/unpause, button click/hover/error, shield, spread pickup, enemy hit), audio bus implementation: Chris "BOLT" Bolte
Drone functionality and related art, HUD icons (including main stacking "domino" frame, images for rocket, spread, range), story skip option, story animation fix, health label, implemented title animation, additional edge case crash/lock fixes, simplified item pickup: Dan Dela Rosa
Sprite style improvements (unified color scheme, ship detail polish and enemy craft variations), round timer, health UI, UI text styling, player stat tracking (hits taken, shots fired, etc. for round summary, item drop logic), shot upgrade HUD, aim cursor improvements, level select functionality, progress counter, round summary screen, invincibility powerup: Michael Monty
Story sequence music, asteroid graphic and base behaviors: Rodrigo Bonzerr Lopez
CRT shader integration (adapted from GodotShaders.com), critical damage detection/feedback, low time warning, fire range tuning, circling enemy smoothed movement, asteroid feature improvements (all directional support), low health warning, crash fixes: Justin Montgomery
Scene manager/switcher, player damage visual feedback, collision damage, powerup collection feedback, main menu functionality, signal bus, sounds (crash, collect), menu music integration, menu intro, explosion sound integration: Gabriel Cornish
Scene lighting for all level backgrounds, detailed internal testing: Elizabeth McMahill
Animated title logo, hurry up music, sounds (level victory, game ending sound), intro announcer: Vaan Hope Khani
Laser and rocket sprites, rocket pickup icon, round title display: Allan Regush
Centralized tuning variables, powerup implementation made more extensible, early powerup icon concept: Sergio Ferrer
Enemy spawn/despawn improvements: Anthony Hernandez
Circling enemy base behavior: Neil Urwin
Main story: Jonathan Peterson
Intro story implementation: Luke Bertram
Additional writing: Oriphiel Blanco
Thrust particles, menu backgrounds: Christer "McFunkypants" Kaitila
Win screen next level / menu buttons: Ryan Davidson
Bullet collision fix: Vitor M
Pause menu: Karen McMullan
Exit button setup (not used in web build): Cindy Andrade
Title screen layout, earlier logo concept: Jakeyouh Dogwalker
Playtesting: Klaim (A. Joël Lamotte), Jason Timms
Chrome/Edge need Godot games in a new tab, won't run from itch collection.
Developed Sep 22-Feb 2, 2025
Project lead, core gameplay, spawn system, stage 1 and 2 level design, scoring, glitch shader, track motion, wpm calculation, enemy behaviors, bacteriophage and dragonfly models, typing system, HUD sprites, UV scroll effect, win screen, inappropriate name detection, menus, audio system, UI font setup, steam leaderboards integration: Tyler Funk
Neon ambience music, stage 3 (tech/cyber light) level design, glow effects, player rotation fix, sky glitch fix, additional words sourcing (CC0) and related filtering/cleanup: Christer "McFunkypants" Kaitila
Health system, dragonfly physics, damage sound, game over screen, backspace handling, keyboard handler improvement, enemy removal crash addressed, player out of bounds fix: Randy Tan Shaoxian
~250 additional words for game dictionary: Justin Montgomery
Playtesting: Alex Joiner, Klaim (A. Joël Lamotte), and Bryan Le
Developed Aug 25-Jan 19, 2025
Project lead, core gameplay, main UI art, character animations and profile icons, fog of war, main enemy AI, resource seeking behaviors, pathfinding, graphics and collision optimizations, building art and implementation, voices, sound code, archer tower, walls, hill art, title and win/lose images, tuning, help text, main menu: Vince McKeown
Terrain, resources brought back to HQ, pathfinding optimization/debugging, logo, camera movement, game over detection, sounds (win, lose, arrow), tower arrows, foot trails, defeated unit decals, wildflowers/grass/trees, mining behavior, campfire, GUI styling, pixel snap, page style: Christer "McFunkypants" Kaitila
Music: Brandon Paul
Minimap, food collection, 2 enemy behaviors (skip chance, variation in near target selection): Barış Köklü
Sounds (deliver gold/wood, knight recruit, button click): Alex (Weinbagz) Weinberg
Orc barracks: Luis Montaña
Linux support fix, couple of crash fixes: Randy Tan Shaoxian
Couple small fixes: Chris DeLeon
Pause mode: Zbigniew Zelga
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 swtich, 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 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), mision 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: Cassidy Noble, Klaim (A. Joël Lamotte), and Elizabeth McMahill
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: 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): 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)
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 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): 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)
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: 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
Ian Cherabier: Low poly tree
Playtesting: Klaim (A. Joël Lamotte), Elizabeth McMahill, Neil Urwin
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
Developed Jan 21-Apr 28, 2024
Project lead, core gameplay, environment art, level design, main pickups and inventory, animated character sprites (player, zombie, turrets), enemy AI, map editor, keys and ammo functionality, hazard tiles: Kyle Knutson
Level music, various feature programming (shop, freeze scroll, spike walls, turret), level editor quick loading: Marvin Chong
Item icons with integration (spell scroll, speed potion, shield potion, invisibility potion), title input fix: John Fortune
Wall hugger, music integration, gamepad support, additional songs (menu, game over), player death: Christer "McFunkypants" Kaitila
Game event messaging (system, display, colors, hookups): Randy Tan Shaoxian
Player projectiles, additional level design, spiked walls: Vince McKeown
Ghost sprite: Hamza 'Hums' Sehavdic
Input handler improvement, collision fixes: Victor Debone (javascripl)
Sounds (doorlock, enemy hit, hinge sounds, scroll): Patrick McKeown
Treasure chest opening sound: Jason Timms
Grass cutting, win message, WASD support, minor bug fixing: Chris DeLeon
Developed May 26-Oct 27, 2024
Project lead, raycasting engine, core gameplay, custom level editor / format / related features, stage design, possession ability and effect, door support, wall textures, NPC system, shadows, input handling, projectile support, HUD, trigger zones, turret functionality, explosion area of effect, win and lose screens: Michael Fewkes
Bot pathfinding with related data structures and support/debugging functions, bit bunny and pyro drone behaviors, portal support, mute toggle, assorted bug fixing: Jason Timms
Smooth collision slide, fish eye correction, possession view fix, edge case crash prevention: Stephen "Arkia" Hollibaugh
Cube robot sprite, blocky turret sprite, blaster projectile with color variants: Jonathan Peterson
Sky and floor rendering, cube robot integration, custom spritesheet support, particle system, sound effect integration: Christer "McFunkypants" Kaitila
Animated opening title sequence and logo with related integration, flamethrower robot art: Cindy Andrade
Intro and outro story writing, explosion sounds: Vaan Hope Khani
Background music: jakeyouh dogwalker
Developed May 19-Oct 13, 2024
Project lead, core gameplay, combat code, animation system, player and robot sprites / animations, hit functionality, movement abilities, sky, robot laser and jetpack features, two-player control support, charge bars, game resizing, assorted asset integration and bug fixes: Syed Daniyal Ali
Robot AI, environment city/street/parallax, fog, debris, UI styling, health, gamepad support, sound hookups, damage tuning, menu particles, laser sprite, screenshake, dark music, fireball voice/sprite: Christer "McFunkypants" Kaitila
Sounds (walk, jump, land, jump kick, jetpack, hurt, launch, finish, robot variant), round reset with delay: Vaan Hope Khani
Intro music, title art: Cindy Andrade
Dash, round start timer, window resize mouse coordinate fix, menu and character code refactoring, tweaks for Linux support: Randy Tan Shaoxian
Character collision, preventing crossing of sides: Jason Timms
Sprite animation fix, variable frame height support, jump glitch solved: Chris DeLeon
Developed Jan 14-May 5, 2024
Project lead, core gameplay, beacon weapon upgrades, level design, player controls, enemy AI, enemy spawners, tile world, camera, energy drops, main particles, pixel font, assorted bug fixes: Ryan Malm
Synth music, sounds (firing, ricochet, electronic, robotic), wall panel art (9 variations, shadows, dark gray sci fi, 3d effects): Christer "McFunkypants" Kaitila
Enemy state machine, projectile movement correction: Vitor M
Title screen, button font tweak, distortion ambient loop: jakeyouh dogwalker
Enemy spawner gate crumble with dust particles: Randy Tan Shaoxian
Enemy projectile firing, health bar component: Chris Lange
Beacon sound effect: Patrick McKeown
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: 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 Apr 7-Jul 28, 2024
Project lead, core gameplay, isometric view and turn-based movement system, main environment art, potions, spells, world design, projectile functionality, player animated sprites (Warrior, Archer, Wizard), Kobald and Koa Toa enemies, sound integration, assorted bug fixing: Vince McKeown
Key sprites with variations, UI text box functionality, inventory menu, title layout, UI image selection support, title screen font selection, pause menu, pause toggle: Michael Monty
Movement system refactor, core UI system, health bars, potion and spell menus, stamina tuning, bug fixes (turn change, fire bolt casting), mute toggle: Dan Dela Rosa
Main music, sounds (footsteps, water and cave ambience, health pickup, arrow shooting, player and enemy hurt sounds, healing and buff spells, sword strike): Chris "BOLT" Bolte
Win screen, game over screen, tile cursors, UI background, textbox wrap, additional keyboard controls, healthbar improvement, UI layout touch up, additional sound effects integration, header drop shadow: Christer "McFunkypants" Kaitila
Sprites (archer animation, 2 spellbooks, arrow), additional sounds (water effect): Rodrigo Bonzerr Lopez
Narrative and related internal artifacts: Gwyn Henry
Isometric tile spritesheet functionality, player stamina, UI fix: Marvin Chong
Developed Jun 2 - Aug 18, 2024
Project lead, core gameplay, main systems (battle, farms, energy, capital, society table, audio, messages, events, pathfinding), enemy and wave logic, input and UI button handling, page styling, assorted asset integration, additional sounds (building, action denied), sprites (modes, dynamite, under construction), help messages, test runner (internal development program): Marvin Chong
Unit role selection and tile reassignment system, assorted UI (soldier count, food display, initial selection, layout, role picking, enforce destination selection): Dan Dela Rosa
Background music: Luke Bertram
Tile art (farm, capital, grass, mountain, food), sounds (ambient loop, moue click), tile stats display, tile highlight effect, logo, plash screen, UI improvements: Christer "McFunkypants" Kaitila
Pause screen, minor code refactor, frame counter fix: Anthony Hernandez
Sounds (building destruction, path draw, button): Chris "BOLT" Bolte
Enemy camp destroyed when last unit defeated, related fix for all role types: Justin Montgomery
Enemy camp tile: Michael Monty
Playtesting: Klaim (A. Joël Lamotte)
Developed Dec 10-Apr 28, 2024
Project lead, core gameplay, level 1 and 2 design, tilemap implementation, main world tiles, player character sprites (archer/warrior/magi/cleric & elf/human/dwarf), enemy sprites (skeleton/ogre/demon), loot functionality, UI, collision, pathfinding, camera, animation hookup, font loading, enemy behavior, destroyable walls, map exits, item placement, drawbridges, scene handling, item collection, menus, store, core attribute authoring, asset integration, optimizations, various bug fixes and internal debugging features: H Trayford
Character injury flash, arrow loot, doors/keys hookup, attack system, bow and melee attacks, AI state machine, projectile shadows, UI update, camera zoom fix, scene switch improvement, scene changes persist, spawner destruction, UI refactor, spawn limiter: Vitor M
Weapon icons (magic hammer, magic warhammer, mace, longbow, shortsword, longsword, axe, battleaxe, shortbow), pause sound, level 1 design pass, play testing/feedback, level 2 & 3 design concepts, enemy differentiation concepts: Elizabeth McMahill
Spawner art (ogre pit, skeleton spawner, demon portal), movement speed tuning, level 1 design, healing item placement, cooldown animation adjustment, dead enemy collision improved, bridge crossing: Stebs
Voiceover announcer, elven archer sprite, map tint, sword attack animation, character spin and fade exit sequence, sounds (pickup coin and key, exit, important event, eating and drinking variations, enemy spawn/attack/die/magic, sword/arrow and additional battle sounds), player sound integration, visible character weapons, low health flash: Christer "McFunkypants" Kaitila
Loot sprites (hammer, warhammer, helmet, potion, shield, base armor, platemail, full plate armor), water animation, moveable wall: Luis Montaña
Music (DR 01), staff weapon, attributes fix, scene fade, weapon animation error resolved: Neil Urwin
Tiles (acid, lava, broken bridge), animated bridge raise/lower: speck
Music (welcome, explorers): Brandon Paul
Music (game over): Kelly Mark (tinyzigzag)
Key sprite: Ian Cherabier
Linux support fix: Jonathan Peterson
Developed Apr 2-July 2, 2023
Project lead, core gameplay, player movement, controls, diggerang, map generation, tile art, particle effects, inventory system, sound code (including compressor), sprite system, collectibles, enemy code (including crawler, tentacle, patroller, bat), debug minimap, damage tuning, screen transition effect, unbreakable bricks, auto-tiles art, ore lifetime, large font, health drops, lighting effects, shield upgrades, treasure details, scoring, upgrades, depth awards, credits display, inventory screen, in-game music, additional player sounds, title screen: Ryan Malm
Player stats (steps, jumps, helicopters), inventory stats (playtime, enemies killed), stats display, gamepad controls, assorted room prefabs (t-intersection, platform, longhallway, stairs left, stairs right, hut, hallway, well, plus, checkerboard, pipe), tentacle monster eyelids, irregular tentacle length, stalagmites, player damage display, sound priority adjustments, randomized collectible and footstep sounds, minimap with arrow icon and depth indicator: Christer "McFunkypants" Kaitila
Player damage screen shake, falling rocks damage other rocks, map replay, reusable player collider, ore costs for diggerang & helicopter, rock & dense rock tile code, explosive tile cascade, ore bar expansion to 2600 ore, partial tile damage shake, 4-hit conversion for dense ore, tile damage tracking in tilemap: H Trayford
Sound variation randomizer, sounds (player damage, crumbling rock variations, explosions, boomerang flying loop, pickups, shovel to metal): Johan Ostling
Title music: Klaim (A. Joel Lamotte)
Player sprite, unobtanium ore, gems, 90s treasures: Kyle Knutson
Sounds (dirt dig, jump variations, soft landing, health pickup, depth goal): Patrick McKeown
Bones collectible inventory tab, ore display, hjkl movement: Jonathan Peterson
Sprite moving directions, prevented helicopter mode while diggerang is out: Jacob LeCoq
Bone sprite: Chad Serrant
Playtesting: Joel Lamotte (Klaim) and Michael Primo
Developed July 10-Dec 4, 2022
Project lead, core gameplay, ap turn system, level procedural generation, story, combat, environment titles, enemies (art and AI) and boss, talents, charms, door functionality, pillar interactions, player sprites, inventory, fuel system, asset integration, title screen, UI, vfx, assorted bug fixes, help screens, vendor, menu cogs layout: Tylor Allison
Fuel cells, treasure chest art, keys, funguy sprite with animations, rock clutter, door animations, scarab, gem colors, digger bot, bonk weapon, mace and club, crystals, mine props: Vince McKeown
Player armor sprite variations (including reactor green), gem sprite, sounds (gem break, item pickup, player step, motor whir, household devices, boss footstep, currency pickup, failed action, cog use, trap, open ches, door open, vendor transaction, beetle, thump bot, shock, menu action, poke, swing), darker bot variations: Patrick McKeown
Bio floor, giant rat, Rou\'s sprite update, uthoring additional weapon names: Roxcon
Playtesting organizer, translated test responses into action items, organized live testing: Ashleigh M.
Stair picture, crash fix on using unusable item, new gizmo sprite, menu button art: Jonathan Peterson
Sound effects (pokes, hacks, bonks, ice/dark/flame weapons, doors closing, assorted retro fantasy sounds), vine obstacle art: Christer "McFunkypants" Kaitila
Title art, game over prompt concept: FightEXP
Menu background cogs: Gonzalo Delgado
In-game options menu toggle, quick slot key hookups: Tor Andreas Johnsen
Brass cog sprite: Johan Östling
Credits scene setup: H Trayford
Early song draft (adapted to a different game): Abhishek @akhmin_ak
Practice commit: Jiho Yoo
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 July 4 - Nov 21, 2021
Core gameplay, project lead, AI behaviors, main artist, primary writer, tutorial, UI framework and primitives, performance optimizations, environment design, building/furniture art, NPC and object interactions, pathfinding, fairy/gnome sprites, custom editor, particles, input handling, asset management, hints system: Tylor Allison
Bar assets (including game cards), floor rune relay, rock relay integration, runes, vendor house flower pot update, spark flower animations, mute refactor, stairs, assorted beach shells, electric zap sound, plants (fern, wild flowers, large leaf plant, shrubs), door open/close sounds, rocks: Vince McKeown
Tree, flower pot (including animation), sounds (fairy wings, wind chimes, silver and gold bells, gnome grumbling variations, cheers, sparks), additional sprite integration, gnome chatter, gloom and enlightened walk states, various scenery decoration improvements (vendor, plant variations, seashells, palm tree): Patrick McKeown
Music: Alan Zaring
Initial main menu functionality, options state, button sounds, music and sound volume sliders, door opening sound, additional level editing: Vaan Hope Khani
Pillar activation sound, vendor sounds, gnome sweeping animation, action UI icons: Chris DeLeon
Title screen decoration, minor tutorial editing, lamp post sound hookup: Christer "McFunkypants" Kaitila
Story and dialog work (incl. Ciara, the barkeeper), updates to map areas for vendor and tower: Abhishek @akhmin_ak
NPC morale and like/dislike indicators, indicators sprite sheet: Philip Greene
Tinkerer shop sprites: Gonzalo Delgado
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 Mar 26-Jul 2, 2023
Project lead, core gameplay, teleportation shader creation, bug fixes, environment design including related props and puzzles (warehouse, recreational, computer, electricity), sci-fi chair and table, click functionality, door model, air control, dash jump tuning, electric floor particles, movement tutorial, button state visual, document/email UI, fade transition: Ian Cherabier
Holo-bridge energy crate placement/movement, power station, elevator fixes, holo platforms in electricity room, electrified floor, power crate interaction, power station and recreational area, storage shelves, holo goggles text, warehouse area dialogue, energy cubes, interactive door switch, warehouse spawn point, pause menu restart option, movable block interaction, additional holo goggles sounds, scan line for holo-goggles, warehouse wall texture, pause menu toggle: Stebs
H.E.L.L area puzzles, checkpoint system additions, forcefields, falling blocks destruction, safe blocks particles, lift animation fix, restricted area sign, holo toggle, basic bot, mute, carryable objects, short beat loop, generic interactions support: Neil Urwin
Music (main menu, warehouse), player jump time grace, sounds (holo-goggles, foot steps), main menu implementation, implemented sounds for movement and landing, sound normalization: Brandon Paul
Corridor scene including lighting and object placement, tablet and document corrections, textures for pause and items, menu font integration, hammer model, functionality for reading computers/tablets and dialogue display: Luis Montaña
Effects for screens and camera, upgraded lab lighting and environment details, title screen decoration, assorted wire and cable models, laboratory wall material, stairs, environment building blocks: Christer "McFunkypants" Kaitila
Writing, security cameras, models (doors, phone, office supplies, furniture, door with frame, paper, laptop): Cassidy Noble
Checkpoint functionality and related art, respawn support: Simon J Hoffiz
Door camera transition, holo goggle, additional camera behavior: Patrick J Thompson
Robot vacuum pathing (including door support), shiny crate, scene load fix: Chris Lange
Moving platform, UI crosshair, models (fuel tank, button, shelf): Armando Navarrete
Horizontal lift support, neon pulse, jump speed fix: Barış Köklü
Emission lighting, floor grid: Gabriel Cornish
Playtesting: Stebs, Michael Monty, Rodrigo Bonzerr Lopez, Cassidy Noble
Developed Feb 10-Apr 7, 2024
Project lead, core gameplay, level design, key/touch control, sensor on/off timing, spotlight, UI, scores, fuel, sounds(sensor on/off, river recording, searchlight warnings), bugfixes and gameplay tuning: Patrick McKeown
Art (log, rock, boom unit, sensor-cone), animation (driftwood), dynamic beam tracking searchlight, closable boom & tuning adjustments, chain crank sound & integration, rock collision box, menu button improvement, sensor-cone alpha pulse, return-to-station on touch: Jason Timms
Wake particles vfx, WASD support, motor sound with pitch modulation, ambient stream sound: Christer "McFunkypants" Kaitila
Water background tile scroll: Ryan Malm
Boat art: Kyle Knutson
Pause scene fix: Marvin Chong
Testing: Klaim (A. Joël Lamotte), Stebs, Alex Joiner, Rodrigo Bonzerr Lopez, Elizabeth McMahill
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 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 Oct 20, 2023-Mar 3, 2024
Project lead, core gameplay, isometric world, art (player, most environment art - bookshelves, boxes, weapon racks, barrels, sacks, pots, beds, walls, etc), level design, speed potion, coin, enemies (blob, cyclops, skeletons), animation code, wall levers, in-game UI, inventory screen, projectile support, boss, start and death screens, various asset integration: Vince McKeown
Enemy pathfinding and related AI, melee combat, projectile improvements, player movement bug fix, mute and pause toggle, image loading fix, better wall collision handling, improved Linux support: Jason Timms
Music, sounds (sword hit/miss, door opening, monster taking damage and menu sound with variations): Patrick McKeown
Characters made visible through walls, player collision, blocking feature, player sword attack, minimap optimization, door color variations, out of bounds tile pattern, vignette border, debug path draw: Christer "McFunkypants" Kaitila
Sprites (rogue, ranged monster, wall painting): Gabriel "Adamastor" Da Mota
Item/character shadow support, minimap improvements (player and colored door locations): Randy Tan Shaoxian
Sprite Z sorting: Michael Fewkes
Warrior attack animation: Kyle Knutson