Problem solved
Indie teams often have a clever mechanic but no path to a paid PC or browser release — missing Steam integration, unfinished loops, or scope that collapses under content volume. This service focuses on shippable loops and store-ready builds.
Project types
- Narrative RPGs with branching and replay systems
- Browser games with Web Audio and responsive UI
- Roguelike/deckbuilder mechanics (see Tango Mortal)
- Godot prototypes escalated to commercial scope
Deliverables
- Playable builds for browser, itch.io, or Steam as scoped
- Achievement and metadata setup where store policies allow
- Wiki/press-site hooks when the IP needs external lore (see edgeofthefold.com)
- Modular content pipelines for missions, cards, or beats
Process
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Core loop
Define the minute-to-minute fun and content boundaries.
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Systems
Combat, economy, save/progression — tested on target devices.
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Content passes
Narrative, audio, UI polish; AI assists drafting where Dero approves.
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Store prep
Steam app page assets, build upload, achievement mapping when applicable.
Stack & capabilities
- Current development: Godot and Blender
- Shipped CONTRABAND 1: JavaScript, HTML5, Web Audio, Electron and Steamworks
- Cursor for coding and orchestration
Portfolio evidence
A commercial narrative space RPG, released on Steam. Built solo by Dero Lavigne on a custom JavaScript and Electron stack. In development in Godot. A new real-time 3D foundation for the CONTRABAND universe, with a solar-system environment in development and a more ambitious visual direction.
FAQ
Which engine do you use now?
Godot for CONTRABAND 2. CONTRABAND 1 shipped with JavaScript and Electron; Tango Mortal uses TypeScript, PixiJS and Electron and has its own Steam page.
Browser or Godot first?
Depends on the game — CONTRABAND targets PC through Steam; Tango Mortal is an Electron-packaged deckbuilder with its own Steam page.