Hold the Core
SteamA roguelite tower defense. Draft Risk Cards, shape the routes, evolve your towers, and try to survive a full run.
View on Steam →A one-person studio in Izmir. I make games, mostly strategy and roguelite, and now and then something that isn't a game at all.
Strategy, roguelite, incremental, arcade.
A roguelite tower defense. Draft Risk Cards, shape the routes, evolve your towers, and try to survive a full run.
View on Steam →
An incremental space arcade game. Active orbital play on top of idle progression.
View on Steam → itch.io →
A physics demolition roguelite. Place your charges, bring the structure down, and draft modifiers between runs.
A side-on medieval strategy/war game. Raise an army, hold the line, and take the world kingdom by kingdom. Eight races, dozens of units from spearmen to dragons, and kill-charged ultimates. Rebuilt from my 2D mobile original into a full PC overhaul. Planned Steam release: July 2026.
View on Steam →
A word puzzle game built around history and different eras, mixing learning with the puzzles.
A 3D insect colony simulator. Gather resources, grow the colony, and expand your territory.
Dive through deep sea biomes, hunt with upgradeable gear, and work your way through low poly worlds.
Made it, never shipped it.
A high energy driving game. Pick up passengers, pull off stunts, and learn the routes.
Made it, never shipped it.Sometimes the thing I am building is not a game.
A Shopify app that handles accounts receivable for B2B and wholesale stores. It turns net-terms orders into invoices, chases overdue payments on its own, and shows you what is still outstanding. Built on Remix, Node and PostgreSQL, and submitted to the Shopify App Store.
Over forty drop-in systems for Unity, rolling out on the Asset Store.
Ads, IAP and consent behind one clean API.
Clans, friends and real-time chat.
Captions, scaling, colorblind modes and remappable controls.
One-call scene transitions and loading screens.
Sign-in, cloud save and profiles.
Remote config, feature flags and A/B tests.
Leaderboards, seasons and bracket tournaments.
Daily rewards, a battle pass and quests.
An in-game inbox, rewards and player gifting.
Offline earnings, prestige and big-number math.
Lives, energy and refills that resist clock cheats.
An in-game store, wallet and timed offers.
Spotlight tutorials and first-run flows.
Stats, effects and abilities for any game.
Summon banners, pity and collections.
Skill rating, ranks and seasonal ladders.
NPC schedules, a calendar and seasons.
Crops, growth stages and harvest economy.
Belts, machines and production chains.
Colonists, jobs, needs and growth.
Catch, train and evolve companions.
Squads, fixtures, tactics and tables.
Abilities, gating and connected maps.
Translate with live language switching.
Waves, auto-attacks and upgrade drafts.
Screen stacks, history and back handling.
Objectives, steps and quest tracking.
Stage maps, unlocks, stars and paths.
Score engines, multipliers and jokers.
Grid items, synergies and auto-resolve.
Loadouts, weighted loot and extraction.
Rarities, substats, upgrades and sets.
Formations, ultimates and auto-resolve.
Node maps, relics and meta unlocks.
Clue boards, contradictions and solving.
Tile drafting and adjacency scoring.
Lines, routing and passenger flow.
Demand, pricing, haggling and fame.
Turn and ATB battles, skills and AI.
Faven Games is just me. I design the systems, write the code, make the art, and ship the thing. The way I work is simple: build a rough prototype, play it, see what is wrong, rebuild, and keep going until a mechanic feels good to play and easy to read.
So far that is a couple of games on Steam, some mobile titles, and a growing catalog of Unity developer tools on the Asset Store. I post what I am working on over on X.