Planted by one developer. Grown one ring at a time.
OakTree Games is one person building hand-crafted games the way oaks grow: slowly, deliberately, in public.
Growing games slowly, one ring on the tree at a time.
OakTree Games is one person building hand-crafted games the way oaks grow: slowly, deliberately, in public.
Growing games slowly, one ring on the tree at a time.
No filler, no hype, no pretending. Every system earns its place, every shipped asset gets hand-finished, and the whole thing is built in public: weekly devlogs, open roadmap, honest status lines.
I'm the solo developer behind OakTree Games. Every system designed by hand, every shipped sprite hand-finished in Aseprite, every decision mine. One person in a home office on evenings and Saturdays, building the kind of games I've always wanted to play.
One developer, three games, three honest statuses. Cosmic Scale gets most of the hours, Infinite Initiative is finished and free, Cc: came out of a four-day game jam and is free in your browser. The devlog tracks all of it, dead ends included.
Prefer it in your inbox? There's a newsletter further down the page. About one email per month.
Cosmic Scale is the branch getting most of the light. Infinite Initiative already bore fruit: finished, free, in your browser. Cc: grew in four days during a game jam and is free to play right now. No pretending otherwise about any of them.
Placeholder key art, made in-house. 3D screens go up when they're real.
Land on a real spherical planet with a mining laser. End wrapping a star in a Dyson swarm. Built in full 3D: worlds you walk, sprint and jetpack across, orbits that actually decide your day and your launch windows, and a Kardashev Type-1 finish line at the end of it. Not playable yet; built openly, week by week.
A deckbuilding roguelike in your browser. Queue a full turn of cards, commit them as one sequence, and watch the combo counter climb. Nine classes. A sardonic Game Master. Endless depth. No download, no install. Roll for initiative.
A first-person office sim about stealing time. The clock runs at whatever speed you earn: slack off and the day accelerates, do the work and it crawls. A patrolling boss staples another thirty minutes of overtime on you if he catches you. Built solo in four days for GMTK Game Jam 2026. Free in your browser, Windows download too.
Weekly devlogs since the first commit. An open roadmap covering all three games. Real numbers, real dead ends, no marketing gloss. If a Saturday goes nowhere, the devlog says so.
I build these games in public, evenings and Saturdays, one devlog at a time. Follows, tips, and patron pledges all buy the same thing: more hours on the games.