OakTree Games is a one-person indie studio. I make deep, hand-crafted simulation games that respect the player's time and the player's curiosity. Cosmic Scale — the game I'm building right now — is my debut.
I'm the solo developer, designer, artist, and writer behind OakTree Games. Every line of code, every pixel of art, every recipe in Cosmic Scale — that's me, working alone, building the kind of game I've always wanted to play.
My love of games goes back as far as I can remember. As a kid, it was hand-me-down consoles and the kind of long Saturday afternoons that disappear into a single save file. Factorio. Stardew Valley. Terraria. Dyson Sphere Program. The kind of games that don't end — they just keep unfolding the deeper you look.
The first time I built a PC — researching every part, fitting it together, and getting it to boot — something clicked. The same feeling I'd loved as a player (building, optimizing, watching a system come alive) was even better on the making side. From that moment, the goal stopped being "play more games" and started being "make one of my own."
Cosmic Scale is that game. It's everything I've loved about factory sims, isometric pixel art, and the slow, satisfying climb from primitive to cosmic — distilled into something I hope you'll love too.
Factory games are at their best when every system rewards curiosity. OakTree builds for the players who want to take a single screw and trace it all the way back to the asteroid it was mined from.
I'm allergic to filler. If a recipe exists in Cosmic Scale, it's because it ties two real systems together. If a biome looks different, it plays different too. If you build a Dyson swarm, every connected power grid feels it.
I'm not chasing trends. I'm building the game I want to play — and trusting that the people who want that too will find it.
Cosmic Scale is built openly. Major milestones land on itch.io, with detailed devlogs you can read at every step.
Shared-material caching, MaterialPropertyBlock fades, per-pixel inverse-iso map rendering. Frame budget reclaimed for the next round of polish.
Multi-octave Perlin heights with ridge noise. Snow-capped peaks. Per-biome map palettes. Resources visible on the map.
SRP-batched mountain meshes with per-vertex face masks. Hybrid L1-diamond + alpha-sample outlines that hug the real silhouette of every elevation tier.
Screen shake (Vlambeer trauma²), floating text, particle event bridge, adaptive music, ambient audio, notification toasts, milestone celebrations.
Row-based terrain mesh batching cuts GameObject count by ~87%. Smooth chunk streaming as the player explores.
Isometric world map with fog of war, waypoints, and discovery tracking. Per-pixel inverse-iso rendering.
The first complete loop: gather → smelt → craft → power → automate. Friends & family playtest.
If you cover indie games, please get in touch — review keys available on request.
SHORT: A solo-built isometric factory game spanning eight tiers, twelve biomes, and a Dyson swarm endgame.
MEDIUM: Cosmic Scale is a hand-crafted isometric factory sim where you grow a civilization across twelve hand-tuned biomes and eight tiers of technology — from a hand-held mining laser to a star-spanning Dyson swarm. Built in Unity URP with custom shaders that bend the horizon and outline every elevation step.
For general questions, partnerships, voice lines, art collabs, or playtesting — drop a line.
Every devlog, every screenshot, every milestone — straight from itch.io.