The Developer

Hey, I'm Kyle.

I'm the solo developer behind OakTree Games, which means wearing ALL of the hats, from the design and the code to the art and the writing. I develop games part-time while being a full-time dad and husband, and I spend my days building in the real world in the construction industry. AI tools definitely speed up my development, but I am the one who finalizes everything that goes into my games.

My love of games goes back as far as I can remember, from the SNES at the beach and Ocarina of Time with my cousins to Roller Coaster Tycoon on the home PC I shared with my brother, and later World of Warcraft with a great group of friends on the first PC I built in college. The games that stuck with me were the ones that kept unfolding the deeper you looked, and Factorio, Stardew Valley, Satisfactory and Dyson Sphere Program are still the ones I keep coming back to.

It was only a few years ago that I found myself sitting on the other side of the screen, following along with YouTube tutorials and learning game development, and learning I had no idea what I was doing at times, or really many times, to be honest. I got inspired by other solo developers out there with stories in games like Stardew Valley, Balatro and Minecraft, and I decided to make a fun, small little factory game myself to see if I could build something on my own.

I've spent the years since teaching myself to code, draw pixel art, model in 3D, and make some really bad chiptune music, all while participating in a handful of game jams and building MANY a failed side project in Unity. Cosmic Scale is the one I keep coming back to time and time again. I've probably restarted it a dozen or so times now, and after my wife and I had our son and we were up late at night, I decided there was no better time than now to pick it back up and port it from a 2D game on a single planet to a fully 3D galactic adventure.

It's just the one that I'm never going to quit until I get it out there, and I'm building it in public, with the devlog here and the video episodes on YouTube, so you can see the breakthroughs and the dumb bugs along the way. If you're a dad, a dev, or anyone chasing a passion in whatever hours you can find in the middle of the night like myself, then I hope this is a little bit of proof that you can build something big too.

Quick Bio

NAME
Kyle
ROLE
Designer · Developer · Artist · Writer (all of the hats)
STUDIO
OakTree Games · Founded 2025
FAVS
Factorio · Stardew · Satisfactory · DSP · WoW
ENGINE
Unity HDRP · C# · HLSL
CONTACT
hello@oaktree-games.com

FOLLOW ALONG

What I'm building

I build games the way
I'd want them built.

I love factory games most when every system rewards your curiosity, so I'm building Cosmic Scale for the players who want to take a single screw and trace it all the way back to the ore it was mined from, and for the ones who will happily spend a whole evening rebalancing one belt.

I purposefully don't build in filler content for my game projects. Everything that goes into the games I build with intent, purpose, and reason. I feel that every system, mechanic, and addition to my projects should be attended to in this manner and that is why I know I can build something special here at OakTree Games.

My focus is on building high quality games with unique mechanics and ideas that break the mold of what you usually see, while keeping them close to my heart and developing them how I would want a game developed at the end of the day. Building in public is part of that, because I'd rather build these games not only for you, but with you.

Studio Principles

Devlog

The big steps so far.

One ring for each of the big steps, with everything in between written up in the devlog.

STEAM · 2026-10

Registered on Steam

Cosmic Scale has its own app on Steam now, which is the first piece of the store page coming together. There's still no date, on purpose.

DEVLOG SERIES · 2026-10

The video devlogs start

The first two episodes went up on YouTube, one on the story behind the game and how it plays right now, and one on how a single ten-digit seed grows the whole galaxy. Each one is written up on the devlog too.

3D · 2026-07

Cosmic Scaling to 3D

I stopped adding to the 2D version and started porting the game onto real spherical planets, with moons, rings and gas giants inside procedurally generated star systems. Who knew wrapping a sphere in squares was difficult... a.k.a. impossible.

PLAYTEST SPRINT · 2026-07

Playing my own game

A full session with the player hat on gave me nine notes, and the sprint worked through every one of them: a gentler horizon curve, richer ore patches, weather you can see coming, and a pass on how the UI responds to your hands.

RE-PACE · 2026-07

Content re-pace

I trimmed the catalog down to 106 items and 88 recipes at the time, keeping every item that ties two real systems together, and retuned the mid-game so progress never stalls on filler.

ENDGAME · 2026-06

Victory means Type-1

I rebuilt the ending around the real Kardashev threshold, so victory is sustaining the Dyson swarm at 10 petawatts. Saves got hardened the same month, so there are fewer ways to lose your stuff.

PHASE C · 2026-05

Performance overhaul

A pass on how the game draws the world, with shared materials, cheaper fades and a map rendered pixel by pixel, which won back the frame budget for the next round of polish.

PHASE B · 2026-05

Map system & terrain experiments

Per-biome map palettes, resources you could see on the map, and a first pass at procedural mountains, which I pulled for a proper rework. The worlds have since become real spherical planets.

POLISH PHASE · 2026-05

Polish systems online

Screen shake, floating text, particle effects tied to game events, adaptive music, ambient audio, notification toasts and milestone celebrations all came online in one pass.

PHASE 36 · 2026-04

Chunk streaming & mesh batching

I batched the terrain rows into shared meshes, which cut the number of objects the engine had to track by about 87%, and the world streamed in smoothly as you explored.

PHASE 35 · 2026-03

Interactive world map & waypoints

The 2D game got a world map with fog of war, waypoints and discovery tracking, drawn pixel by pixel.

ALPHA · 2025-12

First playable

The first complete loop came together, from gathering and smelting to crafting, power and automation, and my friends and family got the first playtest.

Press Kit

For journalists & creators.

The press page has fact sheets for all three games, the key art, a paste-ready boilerplate and the whole kit as one download. Anything it doesn't cover is one email away.

Contact

Say hello.

Drop me a line about anything, whether that's a question, a partnership, playtesting, or just to say hi. I read every message myself.

Or just email hello@oaktree-games.com

Where to next?

The games each have a page of their own, and the devlog picks up where the timeline above leaves off.