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Hey cheers!

ETA is hard to say. Work on this stuff on the weekends. My goal with this slow release cycle is to accumulate liquid cash to pay artists, editors, and graphic designers.

The game is totally card based, no dice. Resource management mostly revolves around limited inventory space. The Meatgrinder tracks your turns each time you cross a threshold, eating up your light. Camping allows you to heal, but uses up your rations. I try to make the stuff you might handwave in another game actually fun by having you make a series of discrete, meaningful choices around what you carry and how you use it.

Thanks. I'm in. "The stuff you might handwave" is exactly the stuff I want to employ as central devices. Lavender Hack, Macchiato Monsters, all great stuff.