Silantic
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silantic.bsky.social
Silantic
@silantic.bsky.social
Silantic creates interactive experiences that ask very little of the player.

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
I released two games in two weeks, Apollo 22 and Isolocation. Both games I Filled with silence.
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.

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February 9, 2026 at 6:12 PM
A lot of advice says “start with a genre.”
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.

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February 5, 2026 at 6:57 PM
Devlog #2 Isolocation taught me patience.

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
Isolocation by Silantic_Interactive
Leaving is possible. Staying is a choice.
silantic-interactive.itch.io
February 4, 2026 at 3:07 AM
Devlog #1 Finishing my first game.

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 by Silantic_Interactive
A quiet game about routine and maintenance on Tranquility Station.
silantic-interactive.itch.io
February 4, 2026 at 3:03 AM
Silantic makes games that give players orientation without direction.

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
February 4, 2026 at 3:00 AM