With Void Climber, my team and I set out to create a roguelike version of the viral rage game Only Up with a unique art style. The core of the game is driven by a custom procedural level generator that I built in Unreal Engine 5, inspired by other roguelike games like Spelunky and Risk of Rain. Each time the player dies, the level regenerates itself, shuffling between over 1 million variants.
I led a team of 5 over the course of 3 years, creating prototypes, iterating on visual direction, experimenting with gameplay systems, and ultimately releasing what became Void Climber.
From our description on Steam: "A cosmic anomaly has shattered the universe, leaving it fractured and chaotic. Fragments of a broken world—eroded rocks, rusted machinery, ancient ruins—drift together in an unstable mix. Past and future blur as you navigate a constantly shifting realm, where every fall sends you back to the beginning. Conquer the void before it consumes everything."
While the game was a great creative success, it didn't sell as well as we would've hoped. I wrote extensively about why on my Substack: