- Type
- Game
- Platforms
- Web, macOS, Android
- Status
- Live
- Role
- Design + engineering
The story
Why it exists
A modern cave flyer needs the pressure and spatial readability of the arcade genre without feeling like a visual imitation of an older game.
My role
Independent game designer and developer. I defined the cave-flyer model, combat systems, procedural world, rendering pipeline, and multi-platform release.
Product move
Generate the cavern continuously, organize combat through reusable encounter data, and use a modern WebGPU pipeline to create a distinct phosphor-lit presentation.
What shipped
A complete 3D game with six cavern themes, eleven enemy archetypes, five multi-phase bosses, a seven-stage power system, and web, macOS, and Android builds.
See the product
Product judgment
Key decisions
- 01
Stream the world ahead
Chunked procedural caverns create continuous forward motion while allowing theme, structure, and difficulty to change by sector.
- 02
Build combat from data
Enemy archetypes and encounter templates separate behavior from formation design, making the difficulty system easier to extend and tune.
- 03
Use modern rendering with restraint
Bloom, persistence, and CRT effects support the phosphor aesthetic while ACES tone mapping keeps gameplay readable.
Build notes
The game uses Three.js WebGPU, simplex-noise cavern streaming, data-driven mesh factories, and director state machines for twelve boss attack types.
Electron and Capacitor package the same core product for macOS and Android alongside the web release.
Built withThree.js, WebGPU, Vite, Electron, Capacitor, Claude Code
