0 Items across eight tiers
0 Buildings power · logistics · weather
0 Research Nodes a real tech tree
0 Biomes hand-tuned worldgen
0 Tiers primitive → stellar
0 Developer building it all solo
The Developer

Hi — I'm Kyle.

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.

Quick Bio

NAME
Kyle
ROLE
Designer · Developer · Artist (everything)
STUDIO
OakTree Games · Founded 2025
FAVS
Factorio · Stardew · Terraria · DSP
ENGINE
Unity URP · C# · HLSL
CONTACT
hello@oaktree-games.com

FOLLOW ALONG

The Studio Mission

Make the world
worth tinkering in.

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.

Studio Principles

Devlog

What I've shipped.

Cosmic Scale is built openly. Major milestones land on itch.io, with detailed devlogs you can read at every step.

PHASE C · 2026-05

Performance overhaul

Shared-material caching, MaterialPropertyBlock fades, per-pixel inverse-iso map rendering. Frame budget reclaimed for the next round of polish.

PHASE B · 2026-05

Procedural mountains & map system

Multi-octave Perlin heights with ridge noise. Snow-capped peaks. Per-biome map palettes. Resources visible on the map.

PHASE A · 2026-05

Mountain outline shader

SRP-batched mountain meshes with per-vertex face masks. Hybrid L1-diamond + alpha-sample outlines that hug the real silhouette of every elevation tier.

POLISH PHASE · 2026-05

Polish systems online

Screen shake (Vlambeer trauma²), floating text, particle event bridge, adaptive music, ambient audio, notification toasts, milestone celebrations.

PHASE 36 · 2026-04

Chunk streaming & mesh batching

Row-based terrain mesh batching cuts GameObject count by ~87%. Smooth chunk streaming as the player explores.

PHASE 35 · 2026-03

Interactive world map & waypoints

Isometric world map with fog of war, waypoints, and discovery tracking. Per-pixel inverse-iso rendering.

ALPHA · 2025-12

First playable

The first complete loop: gather → smelt → craft → power → automate. Friends & family playtest.

Under the Hood

Engineering you can feel.

ENGINE
Unity URP, IL2CPP, custom 2D iso pipeline
RENDER
SRP-batched row meshes, per-vertex tint, world-curve horizon, alpha-sample mountain rims
EVENTS
EventBus<T> zero-allocation struct events. No string IDs.
SAVES
ISaveable interface + HMAC-SHA256 signed JSON envelopes. Steam Cloud + WebGL file I/O.
WORLDGEN
Multi-octave Perlin + ridge noise + Chebyshev edge ramp. Deterministic per seed.
LANGUAGES
C# 9 · HLSL · GLSL
Press Kit

For journalists & creators.

If you cover indie games, please get in touch — review keys available on request.

FACT SHEET

TITLE
Cosmic Scale
DEVELOPER
OakTree Games
GENRE
Isometric Factory · Automation · Sim
PLATFORMS
PC (Steam · itch.io) · WebGL · macOS · Linux
RELEASE
In active solo development. Not yet publicly playable. Follow page + public roadmap live on itch.io and oaktree-games.com.
ENGINE
Unity URP
PRICE
Pay-what-you-want on itch.io
CONTACT
press@oaktree-games.com

QUICK PITCHES

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.

Copy Press Email
Contact

Say hello.

For general questions, partnerships, voice lines, art collabs, or playtesting — drop a line.

Or just email hello@oaktree-games.com

Want to follow along?

Every devlog, every screenshot, every milestone — straight from itch.io.