Satan's Ball
Solo developer — game design, every system, UI, animation and art style
2026
- Unity
- C#
- ECS/DOTS
- Jobs/Burst
- Compute Shaders
- Steamworks
- PLATFORM
- PC / STEAM
- TEAM
- 1
An original single-player game, built alone in Unity. Game design, every system, the UI, the animation and the art style are my work and nobody else’s.
What it is
- A single-player game about a ball, where guests carry influence and the hall is the board.
- The Steam page is public — developer and publisher
fujitoid, coming soon 2026. - Team of one. There is no second person on this.
How it is built
- The simulation is fully DOTS/ECS. Jobs and Burst carry the data-oriented code, which is what lets a hall full of guests each run their own state.
- Compute shaders and RenderTexture cover the passes that need them.
- Custom shaders define the look. The art style is the point; the systems exist so the style can run.
- State-machine AI drives what acts, guest by guest.
How it was made
- A self-run agentic development workflow. I stayed the architecture owner and the quality gate rather than hand-writing every line.
- That is the same claim as key-amnesia, made in a different medium: I build for agents and I build with them, and I can show both.
I am proudest of the art style.