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
280 cards 69 enemies 38 relics 88 achievements 9 classes
Live · Free Cc: cover art: an office desk with a monitor reading Carbon Copy, a keyboard, paper trays and a mug
Cc: Steal the clock
First-person office sim · Live & free

Cc:

A first-person office sim about stealing time. The clock runs at whatever speed you earn: slack off and the day accelerates, do the work and it crawls. A patrolling boss staples another thirty minutes of overtime on you if he catches you. Built solo in four days for GMTK Game Jam 2026. Free in your browser, Windows download too.

First-Person Office Sim Game Jam Free
Built in: four days For: GMTK Game Jam 2026 Price: free Getting caught: +30 minutes

Jam rule, kept: no generative AI assets. Every model in it was made by hand; AI helped with the code.

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. Cc: was four days inside a game jam, start to finish, and then the hours went back to the flagship.

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.