Solo indie game developer

One developer.
Two worlds.

I'm building a pixel-art fantasy roguelite for PC and a sci-fi idle colony builder for Android. Different genres, same goal: games with systems worth thinking about.

Games

Two projects, one desk

Temptation

Fantasy roguelite for PC · In development

"Every choice has a price. Some you don't see coming."

Temptation is a turn-based roguelite where survival isn't the hard part, restraint is. Guided by a mysterious companion through a trial with no clear rules, you'll choose, again and again, between the path that helps you win and the path that costs you who you are.

  • Greed or restraint, your call, every time. Temptation events force real trade-offs between short-term power and long-term consequence, tracked across two systems: in-run Blessings and a persistent cross-run Morality thread.
  • Build-defining loot, not stat sticks. Items are staged Enabler → Amplifier → Payoff, so gear choices shape how a run plays, not just how strong it is.
  • Party-based tactical combat. D&D-inspired, with eight mechanically distinct characters to recruit and build around.
  • A node-based path through the unknown. FTL-style: every route is a decision made blind.
  • A world that only tells you what it wants you to know. The folk understand this trial through myth. You'll learn otherwise.
If Darkest Dungeon made you dread your own choices and Slay the Spire made your deck your identity, Temptation puts those two feelings in the same run: the build you're proud of and the compromises you made to get it are the same thing.
Coming to PC Slower cadence, no release date yet.
Umbral Idle: Last Salvage app icon

Umbral Idle: Last Salvage

Sci-fi idle colony builder for Android · In development

The star is dying and the system is coming apart. Salvage what you can, build the facilities that keep salvaging while you're away, and push deeper into the wreckage before the Collapse resets everything and pays you for how far you got.

  • Tap, then automate. Salvage Drones, Reactors, Archive Scanners and Static Coils chain into one another so every resource pushes the same goal.
  • The Collapse. A timed prestige reset that mints Iso-Cores. Wait longer for a bigger payout, or reset early and compound faster. Your call.
  • The Debris Belt. Three stages, each with its own salvage runs, missions and recovery operations that build a permanent crew.
  • A tech archive worth planning around. Eight tiers of permanent upgrades, plus a second, slower prestige layer, the Research Lab, for the long haul.
  • Built for the pocket. Portrait, one-handed, offline progress, no character rosters, no gacha.
The Salvage screen: facility list with Salvage Drone, Reactor and Archive Scanner above a large SALVAGE tap button
Tap, buy, automate
The Collapse screen: a dying red star above a floor-countdown ring and the Collapse button
The Collapse
The Debris Belt screen: a planet with stage navigation arrows above Missions and Crew tabs
The Debris Belt
The Tech Archive screen: a branching node graph of upgrades split into Iso-Core tiers
The Tech Archive
The Research Lab screen: the Genesis Sequence chain from Matter toward Solar Systems
The Research Lab
The Umbral Idle: Last Salvage title card, the app icon over a starfield
Title card
Coming soon to Google Play Privacy Policy & Terms

About

Who I am

Beast of Burden Studios is me: one independent developer, designing, coding and shipping everything you see here. Temptation is the long game, the fantasy roguelite I've wanted to make for years and am building at the pace it deserves. Umbral Idle: Last Salvage is the game I'm finishing first, and it will be my first release.

Whatever the platform, I try to treat your time with respect: optional rewarded ads only where ads exist at all, no pay-to-skip that hollows out the game, and no dark patterns.

Contact

Say hello

Press, support, feedback, or bug reports: beastofburdenstudios@gmail.com

I read everything. Replies may take a few days.