
Indie game developer, author of Ultraviolet, a neon-noir 2D action rogue-lite. By day a software designer, programmer, and player. The project is built in Godot, and he owns it end to end: from combat design, through progression, to the mood of the city.
Ultraviolet
The game's world is a neon-soaked city that doesn't know what hides behind the walls of abandoned buildings. Every run is a descent into its secrets — katana and revolver in hand, scripture tattoos on the skin.
Combat has a fighting game's soul. Precise blocks and parries, fluid combos, and dashes that let you escape pressure or flip into a counter. It's a system where learning the rhythm pays off more than stacking stats.
Progression is inked onto the skin between runs. The hunter doesn't come back the same, and every upgrade stays for good. Missions are procedural, so each attempt refuses to copy the last, and the monastery hub is the base of operations — a breath before the next drop into the city.
Ultraviolet is in pre-alpha. There's a long road ahead, and its development can be followed as it happens.
Previously at CD PROJEKT RED, on Cyberpunk 2077. Now fully focused on building games solo.