Who I Am

Solo developer. I make games in Godot Engine because I enjoy it. Card battlers, roguelikes, strategy games: the kind of stuff I'd want to play myself on a Friday night. I like turn-based systems where you can pause and think, games where the interesting part is the decision, not the execution. Grew up on Warcraft 3, Rome: Total War, and Slay the Spire. Spent more time in those than I'd like to admit.

This is where I share how the work is going. Dev logs about what I'm building and why. Design breakdowns when something worked or went wrong. A Soul Strip wiki with over 300 entries and stats straight from the game. If you're into game development or just curious how it all works inside, there's plenty to read here.

Approach

I ship early

I don't like sitting on a game for years in silence. The core of Soul Strip was ready in January 2026, the demo came out in March, and the game has been changing based on feedback ever since. Half of the best decisions came from players, not from the plan. In August a player found a bug: quitting to the menu undid a lost fight. I fixed it and wrote about it on the blog. So your report gets read by me.

No bloat

I try not to bloat things. If a mechanic isn't pulling its weight, it goes, even if I spent a week on it. A compact game where everything clicks is more interesting than a huge one where half the content exists to fill space.

I write it straight

The blog is about what's actually happening in development. Not promo copy but breakdowns: why Steam rejected the store page three times, how Void breaks the action economy, what 43,592 impressions on Steam mean for one person. If someone finds that useful or just interesting, even better.

Simple rules, hidden depth

I gravitate toward games with clear rules and hidden depth. The kind where you understand the basics in five minutes but spend weeks finding new interactions between mechanics. When you discover a combo on your twentieth run that you never considered before, that's the loop I'm trying to recreate in my own projects.

Milestones

2025First prototype in Godot Engine, picked the genre and tech stack2026 JanCore game systems ready: card mechanics, turn-based combat, run progression2026 FebLaunched darkstylegames.com on Astro, built the wiki with full game database2026 MarFirst public demo on itch.io, opened the Discord community2026 Apr–MaySoul Strip's Steam page went live after three rejections; 43,592 impressions in the first week2026 JulSecond project announced: Alhimos, an MMORPG about alchemy2026 AugSoul Strip on Steam as coming soon
Soul Strip: Waifu Card BattlerCurrent projectSoul Strip: Waifu Card BattlerA roguelike card battler with 60 waifu cards across 5 elements. Build decks, fuse duplicates, level up your favorites, and fight through 3 acts of enemies and bosses.Learn More →

What else is on the site

A dev blog: why Steam rejected the store page three times, how one element wins without attacking, how a player found a bug that undid a lost fight, and what I did about it. A Soul Strip wiki with over 300 entries: every card, enemy, relic and status with exact numbers from the game. And Discord and Telegram, where you can suggest a feature, report a bug or just chat about games.

Get in Touch

The easiest way to reach me is Discord. I'm active there and answer most messages within a day. For anything formal, email darkstylegames.dev@gmail.com. Bug reports, ideas, balance feedback, collaboration offers or just a hello are all welcome. Updates also go out on Telegram, VK, Twitter and YouTube, so pick what works for you.