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Independent games and other strange little projects.

Modest Pariah

Games made slowly, stubbornly, and with an unreasonable amount of attention to small details.

one piece at a time

An illustrated corner of Modest Pariah—not a game screenshot.

Currently making

Improving Whispergrove, cleaning up the combat interface, and trying to make everything run without setting a phone on fire.

updated whenever the work moves

Mood

Playable but rough

Playable, ambitious, and still pretty rough.

The workbench drawer

Open a drawer

Bugs, dead ends, small wins, and notes I wrote with total confidence and can no longer decipher.

    • Sample entry — a placeholder for a bug worth writing down later.sample entry
    • Sample entry — replace with the real story once it's fixed.sample entry

Current project

Prism Defense

One game at the moment, and it’s a big one.

Currently in Development3D Tower Defense

Prism Defense

Build towers, set traps, and protect an ancient Prism across a campaign of strange, fractured worlds.

It’s a game about defending an ancient reality lock — tactical placement, unusual enemy behaviors, boss fights, upgrades that stick around, and a campaign that travels through twenty different fantasy worlds.

Take a Look

Still being built. Expect rough edges, experiments, and plenty of changes.

How I like to work

Modest Pariah is one person making things slowly and on purpose. I care about atmosphere, strategy that rewards thinking, and worlds that feel like they existed before you got there.

Everything here is honest about its state. If something is half-finished, it says so. If it isn’t built yet, it’s just a note in the notebook.

thanks for stopping by

What changed

Recent improvements

The last few things that actually made the game better.

  1. This week

    Faster startup

    The game stopped loading everything at once, so it opens far sooner.

  2. Recently

    Stage 1 loading improvements

    Whispergrove now loads in pieces instead of stalling the main menu.

  3. Previously

    Whispergrove environment work

    More of the forest is authored properly rather than blocked out.

Development notebook

What I’ve been up to

Loose notes rather than press releases.

Working on

Making Stage 1 load more smoothly

The first stage contains a lot of environment detail, so part of the current work is making sure the game reaches the menu quickly and only loads the battlefield when it is actually needed.

Still rough

Whispergrove still needs work

The basic environment is in place, but the lighting, interface, tower readability, and overall composition still need several more passes.

Read the notebook

Someday

Room for whatever comes next

Small experiments, odd tools, other games — this space is left open on purpose.

Nothing else has started yet. When it does, it will show up here.