Live · Free
Infinite Initiative Roll for initiative
Browser roguelike · Live & free

Infinite Initiative

A deckbuilding roguelike in your browser. Queue a full turn of cards, commit them as one sequence, and watch the combo counter climb. Nine classes. A sardonic Game Master. Endless depth. No download, no install — roll for initiative.

Deckbuilder Roguelike Browser Free
278 cards 69 enemies 38 relics 88 achievements 9 classes
In the lab
Echo No screenshots yet — on purpose
Echo teaser art
First-person time-loop puzzles

Echo

A first-person puzzle game where your best teammate is you, ten seconds ago. In the lab — real screenshots when there's something worth showing.

First-Person Puzzle Time-Loop In The Lab
Status: In the lab Screenshots: 0 — on purpose Numbers: when there's a build worth counting

What comes after these three? Nothing to announce. Ideas go in the notebook until one earns a prototype.

◆ Live · Free In Your Browser

Play Infinite Initiative.

A deckbuilding roguelike, free in your browser. Roll for initiative, queue a turn, and watch the combo detonate. Grab it right here.

◆ 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

The flagship gets the hours.

OakTree Games is a solo studio, so honesty about attention matters: Cosmic Scale is the flagship and gets most of the development time. Infinite Initiative happened when a side idea got too loud to ignore — five weeks, shipped, finished, free. Echo is early lab work that moves when the flagship allows.

If you'd like a say in 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, weekly devlogs
  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.