One person. Real games.

Seven games across seven genres. Three out now, four on the way — from a studio of one that just likes making games.

Out now

Stackbound

Physics tower-building with a deck of cards. Spin the wheel, play your hand, watch it lean.

Stackbound key art: geometric blocks stacked into a precarious tower.
Out now

One Rainy Night

A point-and-click mystery in a town that emptied itself. Four acts, three endings, one furious cat.

One Rainy Night key art: a rain-soaked town at night under stormy skies.
Free — play in browser

Made Men

Havenport, New Jersey, 1971. Sixteen surveillance photographs and an archive that never once says who anybody is. Put one file against another until a man locks himself.

Made Men cover: a 1971 surveillance board of pinned photographs.
Free demo out now

Cage Legacy

Build a struggling MMA gym into a title-winning empire. Pixel-art management, deep as you like. The free demo is live — 60 in-game weeks, about 25 minutes.

Cage Legacy key art: three cornermen walking toward a floodlit cage in a pixel-art arena.
Coming soon

Six Feet Under

A hand-drawn Western horde shooter. Six chambers, fired in order — you engrave what each one does, then learn the sequence before it learns you.

Six Feet Under key art: a revolver cylinder over a Western burying ground at dusk.
In development

Primeval: Ironwild

An action RPG where dinosaurs meet ancient machines. Pick a class, earn a raptor, build somewhere worth coming back to.

Primeval: Ironwild key art: a Pathfinder and her raptor on a jungle ridge facing an armoured mechanical tyrannosaur.
In development

Royal Gambit

Chess with hidden hands, shared River cards and a Crown economy. Chess. Cards. Conquest.

Royal Gambit key art: a king and queen facing off across a green marble chessboard with three gold-edged cards between them.

Stackbound

Build. Balance. Survive.

Gravity is not on your side. Neither is the wheel.

Stackbound key art.
Released
21 Jul 2026
Price
$9.99
Cards
25+
Backgrounds
10
Platforms
Win · Linux

Stack geometric blocks into towers that shouldn't stand up, then find out whether they do. Every placement shifts the load. Wood, stone and ice each behave differently. Before each round you spin the Difficulty Wheel and it decides what you're up against — wind storms, giant blocks, time pressure, gravity chaos. Then you play cards against it.

  • Real physics, real consequencesEvery block affects stability, with rotation controls and grid snapping for precision work.
  • Materials that matterWood, stone, ice and more — each with its own weight and grip.
  • 25+ cards, three coloursBlue modifiers last the round. Green utilities undo, stabilise and freeze time. Red sabotage cards trade safety for coins.
  • The Difficulty WheelOne spin per round sets the challenge, from wind storms to reduced gravity to giant blocks.
  • Rush ModeBuild faster for bonus rewards, with less time to think it through.
  • Emergency toolsCards like Emergency Stabilize can catch a tower mid-collapse.
  • Card Shop progressionSpend earnings to expand and sharpen the deck between rounds.
  • Persistent towersSome successful builds carry over into the rounds that follow.
  • Seven achievement categoriesBuilder, Perfectionist, Speedster and more.
  • Ten backgroundsA visual climb from city ground all the way to deep space.

Scroll for more · click any image to enlarge

One Rainy Night

Population 812.
Current residents: none.

A point-and-click mystery in a town that emptied itself.

One Rainy Night key art.
Released
23 Jul 2026
Price
$9.99
Acts
4
Scenes
26
Endings
3

You are Detective Cole, and this was supposed to be simple: drive out to Sleepy Falls, collect your cat Jigsaw from your Aunt May, and drive home. But the town is empty. Dinner sits cold on every table. The phones are dead, the only bridge out is flooded — and Grimsby Aerosols, the factory on the hill, keeps hissing away into the rain with nobody left inside to run it.

Over four acts you'll cross an abandoned town, break into the factory that poisoned it, brave a pitch-black forest with something very large in it, row a storm-lashed lake to a house that shouldn't be lit, and descend into a flooded bunker to meet the man who did all this.

  • 26 scenes across four actsThe town, Grimsby Aerosols, Blackpine Forest, the lakehouse, and the bunker beneath the lake.
  • Streamlined quest-game controlsA context-sensitive cursor picks talk, use, look or walk; right-click examines the world.
  • 25+ puzzles across 14 systemsLock-picking, map-tracing, pipe routing, jigsaws, breaker panels, valve balancing, keypads, radio tuning and more.
  • Adaptive difficultyFailed attempts quietly make puzzles kinder, and Cole thinks out loud when you're stuck.
  • Survive the airHazardous zones drain your AIR meter. Find a mask, manage the filter, and watch what the town's air does to your perception.
  • A chase in the darkSomething very large guards Blackpine Forest, and your flashlight only reaches so far.
  • A full cast of survivorsA stranded trucker, an amnesiac reporter, a farmer who won't leave without his animals, a postman two weeks behind his round, and the courteous monster at the heart of it all.
  • Three endingsEach with its own animated cinematic and an epilogue for every character you met.
  • Retro VGA-inspired artDithered skies, relentless rain and lightning, drifting dust, and an optional CRT scanline filter.
  • Original soundtrackTen tracks scored to each act, four ambience layers, 26 sound effects.

Why did an entire town walk underground singing? Who is the girl in the lakehouse who was never on any census — and why does the man in the forest guard a rowboat like it's the last door in the world?

One night. One detective. One increasingly damp cat.

Scroll for more · click any image to enlarge · story by Ben M Stroud

Made Men

Free — play in your browser

Eight photographs.
Eight names.
Nothing that says which is which.

Havenport, New Jersey. December 1971. You are a case agent at the Newark field office, and what you have is a drawer.

Made Men cover art: a 1971 surveillance board of pinned photographs and case documents.
Released
30 Aug 2026
Price
Free
Platform
Browser
Documents
46
Length
4–8 hrs

You have nothing a prosecutor would take. No wire on a made man, no photograph of a crime, no witness who will say a surname out loud. What you have is sixteen surveillance photographs of men outside a social club on Alden Street, a book of remembrance signed at a funeral, a newspaper columnist who describes everybody and names nobody, and an informant who poured drinks in that back room for four years and will not put a name to a single face.

Every one of those files is true, and not one of them says who anybody is. Newark wants a table of organisation on the wall by the new year — one boss, one underboss, one consigliere with no crew of his own, two captains and three buttons tied to the captain who carries them. For each man a photograph, a legal name, and the name he is actually called. No single document will give you two of those three together. You get them by putting one file against another.

  • Search the drawer, don’t browse itType a name, a street, a pier, a date. What you type is the only thing you carry from one file to the next.
  • Nothing states an answerEvery entry on the board is a join between two sources — a nickname in a newspaper column, a middle name on a police card, a bail bond stood by the wrong man.
  • A man locks himselfWhen his photograph, his legal name and his street name are all right together, he stamps confirmed. No submit button, no partial credit. Two right and one wrong looks exactly like three wrong. Guessing is permitted. It is simply hopeless.
  • Pick up the telephoneA Western Electric 500 with a working rotary dial and thirty-five numbers that answer. A pretext call will corroborate the paper, contradict it, or get you hung up on. No voice will ever hand you an answer.
  • Half the men were never initiatedThe informant report names four sorts of non-member and says outright that it is not a full list. Strike them out yourself. Nobody marks it for you and nobody checks it.
  • And then it’s 1979Finish the 1971 chart and the case reopens eight years later on the same eight boxes. The old man is in the ground. Three men are sitting in chairs that weren’t theirs. One of the two new men is a name you were told, in writing, was not a member.
  • Two seats with nobody in themNewark will not accept a guess at which two. A seat recorded as empty is an entry like any other: right or wrong, with nothing said back.
  • A desk, and timeSix acts across two charts. Forty-six documents, thirty surveillance photographs, a notebook, a calendar and a radio with five stations. Four hints per chart if you want them — the first is on the house.

Click any image to enlarge · plays in the browser, no install and no account · needs a mouse and a bit of screen — not designed for phones

Cage Legacy

Free demo out now

Build the gym.
Forge the fighter.
Own the night.

A deep pixel-art MMA management simulation where every prospect, payday and corner decision reshapes your legacy. The free demo is live now — 60 in-game weeks, roughly 25 minutes. Full game March 2027.

Cage Legacy key art: three cornermen in a floodlit pixel-art arena walking toward the cage.
Demo
Free, out now
Full release
March 2027
Platforms
Win · macOS · Linux
Divisions
8
Promotions
4
Players
Single, offline

Take charge of an ambitious MMA gym. Scout a changing world of fighters across eight weight divisions, study their styles and hidden weaknesses, negotiate salaries and fight contracts, assign training and recovery, manage diets and dangerous weight cuts — and decide which opponents are worth the risk.

You manage more than a record. Fighters age, improve, decline, get injured, lose confidence and eventually retire. Morale, loyalty, health and finances all matter. A perfect camp can still unravel through a missed weight cut, a bad press conference, a short-notice call, or a spectacularly ill-timed personal crisis.

There is a free demo, and it is the real build. Same systems, same simulation — it just stops at 60 in-game weeks, roughly 25 minutes. That is long enough to sign a fighter, run a camp, work a corner and start to see someone change. If you play it, tell me what week you stopped on: roguedogindie@gmail.com. Feedback from the demo goes straight into the full game.

Play the free demo on Steam

  • Work the cornerWatch fights unfold in a stylised 2.5D octagon. Change tactics, rally morale, treat damage and give advice between rounds — at normal speed, double time, or skipping ahead.
  • Eight divisions, four promotionsPersistent divisional rankings, title paths and rival results continue around your gym whether you're watching or not.
  • Generated fighters with real arcsExtensive skills, hidden potential, fighting style, morale, health and career trajectories — plus strange retirement epilogues long after the final bell.
  • Run the businessPay trainers and fighters, fund facility construction, attract paying gym members, chase sponsors and endorsements, and protect cash flow through good weeks and bad.
  • Scout and separate signal from noiseOpponent reports, useful Intel and completely ridiculous rumours, feeding risk-versus-reward matchmaking.
  • Negotiate everythingPurses, win bonuses, PPV points and clauses. Pad a record with a tune-up, or gamble on a ranked opponent for reputation.
  • Hype and consequencesPress conferences, weigh-ins, face-offs and rivalries build attention — and fame brings scrutiny.
  • Take the risk, or don'tAccept a desperate short-notice headliner, or take illicit underground money and risk injuries, police attention and sponsor backlash.
  • Training that mattersIndividual camps, nutrition plans, recovery scheduling and injury management for every fighter on the roster.
  • Offline and yoursSingle-player with local autosaves. No account, no connection required.

Pad a record with a tune-up, or gamble on a ranked opponent for reputation. Popularity brings opportunity — but fame also brings scrutiny.

Scroll for more · click any image to enlarge · all fighters, promotions and events are fictional

Six Feet Under: The Mortician’s Last Stand

Coming soon

Six chambers.
They fire in order.
You decide what each one does.

Perdition Flats, Arizona Territory, 1889. You buried them all — you know every name, because you wrote them down. They are not staying buried.

Six Feet Under key art: a six-chamber revolver cylinder over a Western burying ground.
Status
Coming soon
Platforms
Win · macOS · Linux
Grounds
5
Playable
6
Bosses
6

A Western horde shooter where the gun is the build. Your revolver has six chambers and they fire strictly in order. Every level-up engraves one chamber — chamber three bursts, chamber five ricochets, chamber one drinks the blood back. The order never changes, so the cylinder stops being a damage number and becomes a sequence you read as it turns.

There is no screen-clearing light show at minute fifteen. The ceiling is low on purpose. You aim every shot from the first night to the last — and the reload is where you live or die.

  • Close it with a flickThe cylinder turns as a ring around you, in the middle of the picture where your eyes already are. A bright notch comes round once — snap it shut with a flick of the mouse, a click, or the spacebar. Hit the notch and it closes early. Miss it and you are standing in the open with an empty gun.
  • Marks that touch pay like a handPut the same mark on neighbouring chambers and they pay out like a poker hand — a pair, three of a kind, a flush across all six. And the cylinder wraps, so chamber six touches chamber one.
  • Deepen or widenThe same mark can go deeper on a chamber it already holds, feeding a two-chamber fusion — or take a second chamber and pay you a hand. One card, two directions, and you cannot have both.
  • Hire what you can affordA peddler’s wagon rolls onto the field. Silver off the ground buys laudanum, a full cylinder, a blessed nail — or a hand for hire. The Gambler fires fast and light, the Widow takes two seconds a shot and rarely misses, the Sawbones stitches you up where he stands. Anything that touches them is killing them, and they do not come back.
  • Five grounds, each one breaks a habitBoot Hill and what is under it. Main street with nobody on it. A railyard where you cannot back away over ballast and sleepers. Salt flats with no cover for nine miles and a crosswind on every shot. And the Deep Mine, where you see forty metres, the muzzle flash is your lamp, and the roof comes down — dust first, then the stone.
  • Six who can walk out thereThe steady Mortician, the three-chamber Sawbones, the twelve-chamber Preacher, the charm-laden Widow, the ever-shuffling Gambler, and the Revenant who cannot be healed but takes another life off every boss.
  • Fan the hammerDump every remaining chamber at roughly triple speed with extra spread. It burns your whole sequence at once — an escape button with a real cost.
  • Bore a chamberA gunsmith upgrade that adds a seventh, eighth, up to a tenth chamber. Longer program, longer reload cycle.

Scroll for more · click any image to enlarge · in development, subject to change

Primeval: Ironwild

In development

A world of
teeth and steel.

The Eos has fallen and its distress signal is still calling. A single-player action RPG about venturing into danger — and finding your way home.

Primeval: Ironwild key art: a Pathfinder and her raptor standing on a jungle ridge as an armoured mechanical tyrannosaur rears over them.
Status
In development
Platform
Browser
Classes
3
Skills each
9
Acts
4

Beyond the wreckage lies a world of living giants, abandoned machines and survivors trying to build something that lasts. Keep your distance as a rifle-wielding Ranger, close in with the Striker's twin arc blades, or hold the line as a hammer-wielding Warden.

Read the warning zones, dodge the impact, and interrupt the cast that could end your expedition. Then carry what you found back to Haven, because the run out is only half of it.

  • Three classes, nine skills eachRanger, Striker and Warden, with allocatable attributes across damage, health, speed and mana. Skills sit behind three prerequisite branches.
  • Loot that changes the fightFive gear slots, three rarities and four biome sets. Two- and four-piece bonuses alter real combat stats or grant healing, area damage, slows and free abilities.
  • Guardians with patternsEach act ends on a guardian with its own telegraphs, an interruptible cast, a shield phase and an enrage below half health. Miss the interrupt and the whole arena pays.
  • One connected worldTravel from the Eos crash site through jungle, ashlands, frozen country and machine territory. Fog of war lifts as you explore, and regions carry their own level ranges.
  • Nights that biteDay gives way to dusk and the wild turns aggressive. Seek Haven, or go out prepared.
  • Somewhere worth returning toHear out Haven's residents, take side missions, improve the village, then build a personal home with storage and a bed you can sleep until morning in.
  • Earn your raptorA mount is not a purchase. Help Tala, earn Amber's trust and finish the mission line that unlocks it.
  • Mine, gather, huntAether ore veins, sunleaf, herbivore hunts and field orders that send you out with a list and a reason.
  • Personal loot, WoW-styleKills leave glowing bodies. Walk up, compare against what you're wearing including set bonuses, and take what you want. Optional auto-loot; full bags leave the rest on the ground.
  • Runs in your browserNo download and no install — built on React and Three.js with procedural character rigs, real shadows and four biome palettes. Progress saves to your own device.

You do not start with a raptor. You earn one.

In-development gameplay · click any image to enlarge5

Royal Gambit

In development

Chess. Cards.
Conquest.

Real chess, played straight — with hidden hands, shared River cards and a Crown economy layered on top.

Royal Gambit key art: a white king and black queen facing off across a green marble board with three gold-edged cards between them.
Status
In development
Platforms
Win · macOS · Web
Board
Standard 8×8
Modes
6
AI levels
6

Players move standard chess pieces on a standard board — check, checkmate, castling, en passant, all of it intact. But they also draw and play Power Cards that temporarily change movement, protect pieces or open lines, and shared River Cards flip conditions for both players mid-match.

A strong chess player keeps their advantage. Card knowledge, timing, hand management and reading your opponent are a second layer of mastery on top — not a replacement for the first.

  • Chess stays chessLegal movement, positional play and checkmate are untouched. No card can capture a king, create an illegal position or override checkmate — king safety always wins.
  • Crowns as currencyStart with one Crown, gain one per turn, bank up to five. Cards cost one to five. Play one card, then make one legal move.
  • Shared River cardsA flop, a turn and a river reveal public cards that affect both players equally — Royal Tax, Fog of War, Peace Treaty, Final Bet.
  • Openings protectedCards are locked for the first two full rounds and the River stays face-down, so recognisable openings still play out.
  • Cards with real teethShield, Counterplay, Last Stand, Forked Fate, Bluff, Card Shark — plus all-in gambles like Royal Gamble and Double or Nothing.
  • Bluffing, properlyHands stay hidden. Discard piles and deck counts are public. Place a card face-down and name a reaction you may not even hold.
  • Six modesClassic, Quick Gambit on a five-minute clock, Pure Chess with no cards at all, Draft Duel, Private Match and a Daily Challenge.
  • Six AI levelsNovice through Grandmaster — a chess engine paired with a card-aware decision layer that infers hidden hands and plans around the River.
  • Fair by designCompetitive modes use one shared deck. Cards are earned through the rules, never bought. Ranked play never depends on what you own.
  • Ranked and cross-playSeparate ratings for materially different skills, bot tournaments from 4 to 16 entrants, and synchronised accounts across platforms.

Make chess feel fresh and cinematic without losing its strategic depth. Fast to understand, difficult to master.

Early art · click any image to enlarge · gameplay screenshots to follow

The studio

A one-man show.

Rogue Dog Indie is Werner Viljoen, and a lot of very good tools.

There's no team here. No publisher, no roadmap, no early-access limbo. One person decides what gets made, makes it, tests it, and ships it — because the whole point is finishing games, not announcing them.

What makes that possible is being unsentimental about tooling. AI does a lot of the work at Rogue Dog — code, art pipelines, procedural music, dialogue passes, the tedious middle 80% of everything. It's used the way a small studio uses any force multiplier: to get an ambitious idea from a sketch to a shipped build without waiting for a headcount that's never coming. The judgement, the design decisions, the taste and the testing stay human. Every asset gets reviewed, every system gets played until it's actually fun.1

It's not a purity contest. It's a love of making games, and a refusal to let being one person be the reason a good idea doesn't get built. Seven games in seven genres — a physics puzzler, a point-and-click mystery, a 1971 deduction game, a management sim, a Western horde shooter, an action RPG and a chess hybrid — is not a scope a solo developer could have attempted ten years ago.

Where an outside specialist makes the game better, one gets hired. The story for One Rainy Night was written by Ben M Stroud, a freelance writer commissioned through Fiverr — paid work, credited work, and the reason Sleepy Falls holds together as a mystery rather than a puzzle box with a plot stapled on.

1
Person in the studio
7
Games shipped or in build
7
Genres covered
3
Released and playable

Contact

Say hello.

Review keys, interviews, bug reports, or just to tell us the wheel ruined your best tower.