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A member registered Jun 12, 2016 · View creator page →

Creator of

Recent community posts

Hi, Thank you very much.
Yeah, it's kind of shame how old this demo got. I really want to update it, but something always keeping me back. I hope, it will worth the wait.

This version already have an editor in it. You can even tweak the shape of some fractals in it.

Thank you very much. 

Really cool game. Love the style and mood. Two complaints: 1) Sometimes text is skipped  too quickly and I couldn't read it. 2) Death gets you back to tutorial flight scene. It's better to skip it and respawn player at landing site.

Спасибо, что зашли.

Hey, you did Little crane, I've played it back on 4s.

Thank you for feedback. I have chap fake shadows:

Sure,  precise shadows would be great, but they are too expensive, and then you will want volumetric light shafts, which is also super expensive. There are ways to optimize it I can think of, but don't want to dive into this rabbit hole yet. My lights already are a bit pixel shader heavy.

Whoa, never thought  such neat puzzles could be generated. Nice game.

I think this one might be impossible.

Thank you. That was really interesting and inspiring.

Fun game. Generally feels good. But looking for last few enemies is not fun. Creatures and environment for some reason gave me a very first X-com vibe. 


No data. Everything is real time. I can change parameters on the fly or even animate the thing.

Hi, thank you very much for feedback. Yeah, falling into small holes sucks. I should experiment with other means of traversing terrain, like grappling hook, ice axe or different jet-pack mechanics.

For now you can press f5 and fly around like in old demo.

That graphic glitch may stay for a while until i figure out how to better deal with it.

Super nice.

Hi, thank you. Check out new version with physics and collisions.

There will be music and sounds someday, I am already collecting material.

Hello folks, Hi  Jeiel, really cool tool you made. I played with it for some time, and I have an idea I want to toss in. It seems to me that Sprytile's paint mode could be suitable for trim texturing. Namely, the technique described in this GDC talk:

The Ultimate Trim - texturing techniques of Sunset Overdrive

Discussion of this technique on polycount

The only thing Sprytile lacks is custom padding lines.(Like for example: I want padding lines only after 1st, 3rd, and 7th row.) Since padding is essential for beveled edges. It is also useful for varying sprite size in single atlas. For example, I have two rows of 16x16 sprites, then one 32x32, then one 64x64. Grid size would be 16x16, but padding lines should be only after 1st, 2nd, and 4th row.

Hi Xananax, thank you very much for posting. Glad you liked my stuff. I’m constantly looking for new shapes and formulas. You can see some of those experiments in my twitter:
As for gameplay, there could be exploration, stations docking and traiding, search for interesting stuff, search for routes, maybe some combat, maybe some limited digging. I’m sure, I can’t disappoint you with gameplay, because you liked NMS, ha-ha.

But there are some technical challenges I have to solve before I’ll be able to do do gameplay.

And thank you very much for checking out my demo!