Our main series of commercial games.
A strange combination between hack and slash action and interdimensional travel. PROVIDER offers a unique, if somewhat rough adventure through space, time, and memory.
By far our most serious game (While also allowing the player to find the Hairy-Scary Man and shoot a living skeleton in the head) ThreeStep is something of a meditation on growing up in Western Alaska and addiction.
Inspired largely by the death of my brother Chris Chriswell in 2015, the many weekend hunting trips with my father of my teen years, and the long treks to villages we'd do.
A quick paced action roguelite set in World War 2, following a soldier who's been cursed to be killed and resurrected until he can reclaim his soul and break the curse. The goal is simple, descend to the bottom, kill the devil, reclaim your soul and die once and for all.
Third game, first large scale project, SiC centers on MacKenzie Long, a journalist that crash-lands on Tuatha Station and quickly becomes embroiled in a struggle to survive and escape. Taking heavy inspiration from DooM, Event Horizon, and Sigma Team games, SiC is a decidedly old-school shooter with ambition far exceeding it's grasp.
Our Second title, a small dodge-em-up that is our most played game. Simple controls, a striking black/white/red color scheme, and simple tense gameplay make this an enjoyable title.
One day, a buddy from work (Lonnie, how's it going?) joked that there should be a game, where zombies would eat pizza. "Even zombies love pizza".
This is the game that came from that conversation. We may have been slightly intoxicated.
Our first (and probably worst) release. A simple runner with agressive colors and very poor programming.
The only public game drawn by CakeNeq Games co-founder Kelsie Sara before leaving the team.