
Project Feathers
A little wild. A little weightless.
A creature-led survival game about learning one extraordinary body: fly, swim, hunt, climb, perch, and stay alive in the evolving wilds of Willowglass Reach.

I've gone all-in on game development.
47 years old, living off the Grid in the Baja desert. Doing game development by Starlink satellite. No days off. 16 hours a day. Chasing the dream.
Browse gamesFollow what is currently in development.

A little wild. A little weightless.
A creature-led survival game about learning one extraordinary body: fly, swim, hunt, climb, perch, and stay alive in the evolving wilds of Willowglass Reach.

No safe roads. Every shot spends time.
Command modular soldiers in a sun-bleached wasteland. Fight turn-based firefights with physical ballistics, explore freely between contacts, trade at Waystation Nine, craft gear, wire generators, and drive rusted vehicles across a persistent open desert.

One hero. A desert that fights back.
Start with a single soldier and an empty dune. Pour concrete, raise a Command Core, harvest Emburrn, and hold the ground against sandworms and a rival compound.
Released and publicly playable.

A match-three adventure around the world.
Swap gems, trigger cascading combos, discover rare specimens, and travel from the mines of Arizona to the lost city of Atlantis.
Smaller ideas and mechanics under test.

A survival universe built from systems, not scenery.
Travel seamlessly from ground to orbit through worlds where weather moves, gravity changes, biomes diverge, and survival is something you manufacture.

Build a spellbook. Break the arena.
A fast combat prototype about expressive spell chains, rival champions, and a floating coliseum that reacts to the fight.
Short reports from active development: the experiments that worked, the systems that did not, and what each discovery changes next.

Feathers now uses the same WebGPU path as the World Engine, while Aurelie sheds millions of distant triangles without losing her silhouette.

Movement, interaction, and placement now communicate through the cursor while combat and exploration receive distinct metal-framed controls.

Height is now tactical terrain: soldiers can climb or drop between levels, spend time units doing it, and injure their legs when a fall is too severe.

Concrete now levels into one platform, and engineers tear structures and rock down with a timed demolition instead of reusing the build animation.

Feathers now runs the studio's 3D World Engine, and an expanded lake-and-forest testing map is there to stress flight and frame rate.

The Survival map now rolls broader ridges, basins, ledges, debris fields, and admin-selectable terrain presets instead of repeating one flat desert.