We rely on the world to carry meaning, designing for orientation without direction rather than explicit goals or instruction.
Contact info- silantic.interactive@gmail.com
Most indie devs are terrified of empty space. We bloat our games with features nobody needs because we think more = better.
Your game doesn’t need more. It needs less.
www.reddit.com/r/IndieGameD...
Most indie devs are terrified of empty space. We bloat our games with features nobody needs because we think more = better.
Your game doesn’t need more. It needs less.
www.reddit.com/r/IndieGameD...
I think that quietly limits you.
Themes compound. Genres don’t.
I wrote a dev log on why idea-first games build longevity better than trend chasing.
www.reddit.com/r/IndieGamin...
I think that quietly limits you.
Themes compound. Genres don’t.
I wrote a dev log on why idea-first games build longevity better than trend chasing.
www.reddit.com/r/IndieGamin...
It’s my second game ever, and I wanted it to mirror my first. The writing here is more restrained, the space more deliberate. I didn’t want to make a direct sequel to Apollo 22. I wanted it to mean something. Enjoy.
silantic-interactive.itch.io/isolocation
It’s my second game ever, and I wanted it to mirror my first. The writing here is more restrained, the space more deliberate. I didn’t want to make a direct sequel to Apollo 22. I wanted it to mean something. Enjoy.
silantic-interactive.itch.io/isolocation
Apollo 22 is finished. This project taught me that clarity matters more than scope. I tried to build too much too quickly, broke code, reset, and learned to let the structure stay ugly but structured.
silantic-interactive.itch.io/apollo-22
Apollo 22 is finished. This project taught me that clarity matters more than scope. I tried to build too much too quickly, broke code, reset, and learned to let the structure stay ugly but structured.
silantic-interactive.itch.io/apollo-22
We build spaces and systems, then let players decide what to do with them — at their own pace, in their own way.
If that sounds interesting, you’re welcome here.
Contact: silantic.interactive@gmail.com
We build spaces and systems, then let players decide what to do with them — at their own pace, in their own way.
If that sounds interesting, you’re welcome here.
Contact: silantic.interactive@gmail.com