> Godot
Engine2D gameplay, scenes, physics, tools
5
years of experience
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.
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.
Neon-noir 2D action rogue-lite in Godot. Pre-alpha builds on itch — combat, tattoos, procedural maps, bosses.
This site — build notes and home for Ultraviolet.
The last build on this page was v0.4.6. Seven versions have happened since — so this one catches you up in a single pass, then gets into what this post is actually about: v0.4.1…
It's been a while since the last post here. v0.3.7 was the last build pushed to itch; eight versions happened since and none of them shipped here — so this build catches you up …
Four builds in one post, and only the first three change anything you can see. v0.3.3 gave you a boss and swings you could read. Since then the mission stopped being a corridor.
Two builds in one post. v0.3.1 put a referee between the enemies so a crowd fight could be read. These two make the enemies — and the boss — worth reading.
Short cycle, one change: the enemies know about each other now.
Longer gap than usual — five tagged builds since v0.2.0, rolled into one release here. The headline: missions are generated now. v0.2.0 had one handbuilt test corridor; v0.2.9 b…
v0.1.0 was the combat core and one corridor to clear. v0.2.0 builds the layer around the fight: the first progression systems, the first NPCs, a controller, a real jump. Still o…
This is the first public, playable build of Ultraviolet. One test level, the full movement and combat kit, none of the final presentation. A run takes about 5–15 minutes. The po…
462 GitLab events over the past 6 months — @Solar_9