Every game I've built, am building, or am dreaming up. Cosmic Scale is the flagship in active development. Game Jam Projects below are the early-days experiments — weekend-built idle clickers that taught me the engine before I started on something this ambitious. More projects join the catalogue as ideas move from notebook to prototype.
Land on a wild world with a hand-held mining laser. Grow a Kardashev Type-1 civilization from there to a Dyson swarm. Twelve hand-tuned biomes. Eight tiers of technology. Planet-scale weather control. Drone logistics. Interplanetary trade. An endgame that wraps a star in light. Built solo in Unity URP with hand-crafted pixel art. Not yet released — follow on itch.io to be first when the gates open.
The next OakTree project is in the concept room. Genre, setting, and scope are still flexible — but the same handcrafted-pixel-art philosophy will apply.
Notes scattered across napkins and Notion pages. Becomes a real project once Cosmic Scale hits 1.0.
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.
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.
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.
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.
Every new project is announced first on the devlog, then on itch.io, then everywhere else.