Games
SILKRUN is an arcade racing game I'm developing in Unreal Engine 5.7. The aim is to capture the fun and excitement of classic racing games from the past, such as The Need for Speed, Outrun, Stunts, and top-down titles like Super Cars 2 and Slicks'n Slide, but presented in modern 3D. The focus is on creating a very enjoyable arcade experience where powerslides and drifts feel smooth and satisfying — even when playing with a keyboard. The vehicle physics are custom-built using line tracing, suspension, and spring calculations, all tuned specifically for fun rather than realistic simulation.
I am building a variety of tracks:
- Sweeping race tracks designed for high-speed racing and precise lines.
- Challenging stunt tracks full of big jumps, obstacles, hazards like trains, opening bridges, and animals.
The game includes day/night cycles, different weather conditions (rain, snow), and seasonal changes (such as falling autumn leaves) to add atmosphere and variety. In single-player, there are time trials (with ghost cars for comparison), races against AI opponents, and stunt challenges. Multiplayer supports online races against other players, with additional modes planned.
There may also be an optional armed combat mode inspired by games like Super Cars 2, where you can collect upgrades such as performance boosts, armor, weapons (missiles, mines, oil slicks), nitro, and even temporary helpers like a mercenary rider. For the visual style, I'm using my low-poly technique but taking advantage of Nanite and Lumen to handle millions of crisp, non-textured polygons. This allows for more detailed environments — trees, nature, terrain, and surrounding objects — while keeping the clean, sharp look that many people recognize from my work.
The project first gained attention when a short video clip posted on X received around 170,000 impressions, with a lot of positive comments and interest from viewers. Right now, it is in pre-alpha, with two tracks, one stunt track and one race track. In the pre-alpha there's a time trial mode available where you can race against your ghost car's best lap. The plan is to launch in Early Access in 2026, so I can gather feedback on the physics, controls, track design, and features, then continue improving it together with the community before the full release.
If you enjoy arcade racing games with a nostalgic feel and modern polish, I would really appreciate it if you could add SILKRUN to your wishlist on Steam.
Unfair Rampage: Knightfall is a fast-paced 2.5D platformer with tight controls. The aim is to bring back the addictive challenge and speed of classic 80s and 90s platformers, but reimagined the way we remember them — faster, more vibrant, and packed with action — all in my Imphenzia low-poly style. You're sent back in time with a big gun and shiny armor to fix a twisted space-time continuum. Blast through destructible medieval worlds that crumble behind you, battle enemies, dodge hazards, dash, double-jump, and powerslide your way forward while racking up high scores.
The levels are semi-procedural, so every run feels fresh but with recognizable patterns you can learn and master. It's designed to be hard — you'll die a lot at first — but restarts are instant, and you'll push a little further each time until you're in the zone, crossing bridges to restore health, grabbing powerups for weapon boosts and shields, and even switching to brutal melee kicks up close.
Key features:
- SUPER TIGHT controls
- ULTRA FAST action
- DESTRUCTIBLE levels
- MULTIPLAYER up to 4 local players
- PROCEDURAL worlds
- UNLOCKABLE skins
- STATS & leaderboards
- RETRO-inspired soundtrack
In single-player, it's all about beating your high score and conquering bosses. Multiplayer supports up to 4 players in local co-op (split-screen) or remotely via Steam Remote Play — work together to clear levels, with eliminated players respawning at bridges, and compete for the highest score. For the visuals, everything is built in my low-poly technique: crisp, colorful characters, enemies, environments, and effects that pop with seasonal changes like autumn leaves or snowy rounds. The game launched on October 23, 2025, and is available now on Steam and Nintendo Switch for the price of a coffee (with a demo to try before you buy).
If you enjoy tough, satisfying platformers with chaos, destruction, and multiplayer fun, I would really appreciate it if you could check out Unfair Rampage: Knightfall on Steam — wishlist it, try the demo, or grab it today!
What is Ultranova?
Ultranova is a sci-fi action adventure platformer where you take control of Nova, a cyborg Field Hunter on a resource-gathering mission that goes awry. Stranded on a harsh, dying planet, you'll navigate challenging environments, battle enemies, and uncover secrets in a single-player experience. It's designed for players who enjoy progression through levels, survival mechanics, and competitive elements via leaderboards and achievements—all wrapped in retro-styled graphics with a nostalgic spacesynth soundtrack.
Development Journey
Development on Ultranova began in Unity, where I prototyped the core mechanics and early levels. However, to harness the power of advanced rendering technologies like Nanite for detailed geometry and Lumen for dynamic global illumination, I switched to Unreal Engine. This move allows for stunning, beautiful environments that bring the dying planet's deserts, swamps, forests, and frozen mountains to life with pristine polygons and modern effects, blending nostalgia with cutting-edge visuals.
Key Features
Progression and Survival:
Traverse pre-designed levels filled with hazards, enemies, and puzzling challenges. Maintain your health (0-100) by avoiding dangers, using special abilities for navigation, and destroying foes with your rifle or other means.
Combat and Abilities:
Engage in intense battles against drones, mechs, and bosses. Acquire new gear, augmentations, and items through exploration, side quests, or collectibles to enhance your capabilities—like grappling hooks, jetpacks, or time manipulation.
Death and Respawning:
Unlimited lives with checkpoint-based respawns (accompanied by subtle particle effects and audiovisual cues), except in special modes like One Life Mode where death is permanent.
Scoring and Competition:
Boost your score through speed, efficiency, and collecting resources or artifacts. Compete globally on leaderboards or unlock achievements to showcase your skills.
Exploration and Resolution:
Explore extreme weather and varied biomes on a planet that's half barren desert and half swampy forests with frozen peaks. Reach the finish by overcoming the final boss, with opportunities for replayability through alternative modes and difficulty levels.
Current Status
What started as a shorter concept has evolved into a more expansive action adventure platformer with around 50 levels across 10 distinct areas, offering 200-300 minutes of main gameplay plus side quests. There's no set release date yet, as I'm deep in the process of learning and mastering Unreal Engine to fully realize this vision. An Early Access version is planned to gather feedback and polish the experience before the full launch.
Line War is a unique multiplayer strategy game that blends RTS, 4X, wargame, and real-time tactics elements into something fresh and addictive. Inspired by classics like Command & Conquer and the board game Axis & Allies, it drops the heavy micro-management of traditional RTS and puts the focus squarely on grand strategy, planning, and clever execution. You draw lines on the map to issue commands—move units, form defensive lines, flank enemies, chain coordinated attacks—and watch your superior tactics play out in real time.
Released by Studio Centurion (not as Imphenzia), Line War launched on Steam in May 2022 after years of development. It's a labor of love that keeps evolving with relentless post-launch updates—new modes, features like aircraft carriers, technologies, major graphics overhauls, and more—fueled by 100% revenue reinvestment.
Gameplay at a Glance
Draw to Command:
No clicking individual units endlessly—just sketch paths and orders. Filter units for specific roles (flank, dig in, reinforce) and chain commands for big operations.
One Balanced Army:
A single, recognizable faction with distinct unit roles across land, air, and sea—no asymmetric factions to balance endlessly.
Territory & Resources:
Conquer land to build refineries, power plants, barracks, ports, cities, and trade routes. Manage two key resources (energy and capital) to fuel expansion and unit upkeep.
Procedural Worlds:
Every match feels different with asymmetrical random maps, plus a fair starting location picking phase.
Multiplayer Focus:
Up to 8 players online in duels, teams, FFA, co-op vs AI, or mixed modes. Add 0-3 AI opponents for variety, and handicap support for uneven matches (like 2v1).
Strategy Over APM:
Designed for thoughtful play—positioning, deception, defense, and breakthroughs win games, not frantic clicking.
This was a 5-year passion project for Studio Centurion, a small two-person team. As 50% of the studio (Stefan/Imphenzia), my roles covered everything audio-visual during development:
- Graphics, animations, and low-poly unit/structure models
- Sound effects and audio design
- Front-end presenters (those clean unit/structure info panels)
- VFX, shaders, and visual polish
- Procedural terrain generation
- Command visuals (the drawn lines and feedback effects)
- Full UI design and implementation
- Fog-of-war system
- Headless Linux servers for multiplayer stability
- Replay API for recording and sharing matches
- All trailers, videos, and promotional content
It was intense—long days, weekends, constant iteration—but incredibly rewarding to see the game come alive visually and sonically while keeping that clean, readable low-poly aesthetic I love. The game keeps growing, with more features on the roadmap, and it's been amazing to watch the community form around it.
Side Project with My Son: We're crafting an open-world sandbox set in a fictional 1980s oppressed Eastern state. Stealth, story, and survival blend as you build a Western muscle car bolt-by-bolt in secret, then escape the tyranny in style. Unreal Engine powers it with Nanite, Lumen, Ultra Dynamic Sky for weather, and Errant Photon for worlds/roads. We're using Rokoko motion-capture suits for fluid animations, plus inventory, interaction, and stealth systems. More details soon – it's our father-son bonding epic.
I've also solo'd 13 consecutive Ludum Dare game jams (from LD36 onward), creating everything from scratch in 48 hours. Play them on my itch.io page; some have narrated timelapses breaking down the chaos of ideation to polish.