◆ Archive · Game Jam Projects

Where it started.

Before Cosmic Scale, there were weekend builds. Game-jam projects taught me the Unity engine, the discipline of shipping, and exactly how big a "small" idea can get. They're little, they're rough, they're finished — and they're the reason the next project is the one I always wanted to make.

◆ RELEASED · GAME JAM
Idle Clicker · Game Jam · Released

Fated Hero

An idle-clicker built for a game jam. A reluctant hero, an absurd quest log, and an upgrade tree that taught me everything I now know about cost-curve balancing. Tiny, complete, and shipped.

Idle Clicker Game Jam Unity
◆ RELEASED · LEARNING PROJECT
Idle Clicker · Tutorial Build

Tutorial Idle

The very first Unity project to make it through to release. A clicker built alongside a tutorial series — the proof-of-concept that I could finish a game and publish it. Cosmic Scale wouldn't exist without this little win.

Idle Clicker First Release Unity
◆ NOTE
Game-jam projects are kept in the catalogue as honest history. They're not representative of where the studio is headed — they're the foundation it's built on. Treat them as receipts, not portfolio pieces.
Studio Approach

One game at a time.

OakTree Games is a solo studio. That means every project gets full attention — not a backlog of competing priorities. Cosmic Scale ships to 1.0 before Project Two starts active development.

If you'd like to be part of what comes next, the patron tiers on the support page include direct input on future projects.

Project Lifecycle

  1. Dreaming — scattered notes, mood boards, vibes
  2. Concept — design doc, prototype, art tests
  3. Active — daily work, builds shipping to itch.io
  4. Released — 1.0 launch on Steam & itch.io
  5. Maintained — patches, DLC, community content

Watch this space.

Every new project is announced first on the devlog, then on itch.io, then everywhere else.