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v1.2.3 · May 18, 2026 Independent games · solo dev

We make games about doing nothing faster.

An independent studio building slow, deep-systems titles. Quiet engines for long hours. One person, shipping when it's done.

1Title shipped
25Bosses
5Zones
3Prestige layers
§ 01 / watch

The trailer.

90 seconds of gameplay. No marketing voice-over.

§ 02 / currently shipping

The first one.

A deep-sea idle dungeon crawler. Out now on Steam.

§ 03 / latest

What changed.

The three most recent ships.

§ 04 / what I won't ship

The principles.

Things I'm not willing to do for growth.

I won't sell time.

No daily login bonuses. No fear-of-missing-out timers. No premium currency you spend faster than you can earn it. You buy the game once. That's it.

I'd rather sell fewer copies than nickel-and-dime.

No microtransactions, no battle passes, no cosmetics stores. If it ships in the build, it's in the build.

I announce things after they ship.

No roadmaps. No 'coming soon' chips. If it isn't in version.json, it doesn't exist.

§ 05 / note

From the dev.

Hand-edited per significant moment. Not a blog.

LIVE May 18, 2026 Week 9

Today I shipped v1.2.3 — a Linux launch fix one player flagged from Hyprland on an NVIDIA card. Two issues in the godot_wry stack: a GTK panic under native Wayland, a black window from WebKit's DMA-BUF compositor. The whole patch is a four-line launcher script that sets two environment variables.

Aaron sent me the stack trace, then a workaround he'd found himself, then a screenshot of the black window — all before I'd replied. That's most of the work; when a player iterates the evidence three times, the fix is small. Nine weeks past launch and the long tail looks like this — someone on a setup I'll never own, finding a corner I never thought to test.

— Ethan
goneIdle · solo dev · shipping when it's done