GraveCrown
Pixel-art action-adventure built solo in Godot under the CindieForge label. No map, no narrator, no hand-holding. Just a sword, a lantern, and twelve cursed realms to explore. A free demo is downloadable through the CindieForge site, with a full Steam launch and a Nintendo Switch release to follow.
Client: CindieForge · Timeline: 2026 · Role: Solo developer, design, code, pixel art, audio
Stack: Godot, GDScript, Aseprite, Steamworks SDK, Solo development, Godot / GDScript, Demo-first launch
Problem
- Follow up a shipped Steam title with a second commercial game, again owning every discipline solo.
- Get a playable demo into players’ hands ahead of launch to build an audience and gather feedback.
Approach
- Designed a deliberately low-guidance game, no map and no narrator, where exploration across twelve cursed realms carries the experience.
- Built the whole thing in Godot with GDScript: gameplay systems, hand-made pixel art, and audio all in-house.
- Cut a free vertical-slice demo and published it for download through the CindieForge site to validate the loop before the Steam release.
Results
- Free playable demo live and downloadable via CindieForge ahead of the Steam launch.
- Steam release dated for October 1, 2026, with a Nintendo Switch version to follow.
- Second solo title under CindieForge, reinforcing full-lifecycle, end-to-end game delivery.
What you can verify
- Public, downloadable demo available before launch. Playable proof, not a screenshot reel.
- Announced Steam release date and a planned Nintendo Switch port.
- Second commercial title shipped solo under the CindieForge label.