Desktop placeholder build
Tiny Survivors
A compact arena-survival test with movement, mouse aim, XP pickups, weapon stacking, crates, upgrades, and escalating waves.
Placeholder game; best with keyboard and mouse.
Play Tiny Survivors
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Mini studio
Albion's game work focuses on readable systems, tactile loops, custom tools, and compact projects built with the same practical approach as its engineering work.
Playable builds
These are lightweight browser games placed here while the main game content is being put together. Current builds are intended for desktop controls.
Desktop placeholder build
A compact arena-survival test with movement, mouse aim, XP pickups, weapon stacking, crates, upgrades, and escalating waves.
Placeholder game; best with keyboard and mouse.
Play Tiny SurvivorsDesktop placeholder build
A turn-based dungeon concept with compact floors, bump combat, field of view, loot, potions, spells, upgrades, and floor descent.
Placeholder game; best with keyboard controls.
Enter Micro DungeonStudio approach
The same habits behind embedded products also help games: clear state, useful tools, tight feedback loops, and systems that can be tested.
Project focus
Albion's game work is centred on prototypes with clear mechanics, reliable tooling, and the discipline to make small ideas feel polished.
Small experiments that test movement, combat, puzzles, UI ideas, level feel, or procedural systems.
Sprites, tilemaps, animation timing, input feel, save systems, menus, and release polish.
Editors, calculators, build helpers, debugging views, and data tools that make development repeatable.
Notes, screenshots, build progress, playable links, and postmortems when projects are ready to be shown.
Release path
Game work moves through clear stages: test the core mechanic, build enough surrounding structure, then share only when the experience is coherent enough to judge.
Test movement, interaction, rules, camera behaviour, and player feedback quickly.
Create editors, data checks, debug views, and build helpers where they save real time.
Refine input feel, visual rhythm, audio cues, menus, saving, and performance.
Prepare screenshots, notes, playable builds, and release material when a project is ready.
Games contact
Reach out about game systems, development tools, playable prototypes, or technical help around a small interactive project.