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BLACKOUT STUDIO

Handmade action games. No engine, no asset packs, no tracking.

Two shipped titles · Windows and Android · Every pixel and every sound generated at runtime


Both games here are built from nothing but a canvas and a sound API. There are no third-party runtime libraries, no bundled art, and no audio files — every sprite is drawn and every sound is synthesised while the game runs. That is why the Android build is under 100 KB, and why neither game asks for a single permission it does not need.

Neither game collects data, shows ads, requires an account, or needs an internet connection. Ever.


🎮 The Games

VOLTFALL

Android · Neon survival-action roguelite

One thumb moves you. Your weapons fire themselves. Every level-up is a decision that decides what the run becomes.

Seven weapons that evolve, eight stacking support systems, and an uncapped Overdrive tier once your build is complete — so a run never stops offering choices.

Download Voltfall

Details & source →

NEON DEPTHS

Windows · Neon twin-stick roguelite

Twelve procedurally generated floors and one life. Four multi-phase bosses, thirty stacking upgrades, and an endless mode that never stops.

Checkpoint codes every three floors mean a long descent no longer has to be finished in one sitting.

Download Neon Depths

Details & source →


Voltfall — Android

A fully evolved build in Overdrive Dense mid-run combat The level-up draft

How it plays. Drag anywhere to move — that is the whole control scheme. Your weapons pick their own targets, so positioning and your dash are the only defence you have. Tap DASH to burst-move with brief invulnerability; it is the way out when the swarm closes.

How it builds. Killing enemies drops charge. Charge levels you up. Each level offers three cards — a new weapon, a rank on one you carry, or a support system. Max a weapon and pair it with the right support and it evolves:

Weapon Pairs with Becomes
Arc Pistol Capacitor Storm Coil — bolts fork into chain lightning
Rail Shard Focusing Lens Void Lance — infinite pierce, leaves burning rifts
Orbiters Field Amp Halo Swarm — twin rings that swat enemy fire down
Pulse Mine Coolant Cell Cluster Cascade — blasts scatter submunitions
Tesla Field Ablative Plating Aegis Overload — knockback and stun
Scatter Blaster Targeting Chip Nova Barrage — a full 360° ring every shot
Seeker Swarm Mag Coil Hunter Pack — doubled salvo, bigger blasts

How it ends — and doesn't. Three bosses on a rotating cadence, each with three health-gated phases. When six weapons and six systems are maxed there is nothing left to draft, so the game switches to Overdrive: eight uncapped ranks that keep stacking for as long as you survive, with a Threat Tier climbing every ninety seconds. Cores earned in every run — win or lose — buy permanent upgrades in the Foundry and unlock four pilots.


Neon Depths — Windows

A multi-phase boss fight Deep in endless mode

The upgrade draft Continue from a checkpoint code

How it plays. WASD or the arrow keys move, the mouse aims, hold left click to fire, Space dashes through danger. A gamepad works too. Rooms seal when you enter them and open when you clear them; enemies path around cover, so nothing hides in a corner forever.

Incoming fire is always red. Your shots keep their weapon colour, enemy shots are one reserved hue with a hard rim — so the thing about to kill you never looks like the thing you just fired.

How it builds. Every level-up offers three upgrades drawn by rarity. Thirty of them stack, and the combination matters far more than the numbers: Split Shot with Ricochet Plating plays nothing like Rail Lance with Executioner.

How it ends — and doesn't. The deepest room on each floor holds a boss; four rotate through the run, each with three phases that unlock new attacks as its health falls. Twelve floors is a win. Endless never stops.

Put it down and come back. Every three floors from floor four, the game hands you a four-character checkpoint code. Enter it from CONTINUE FROM CODE on the title screen and you resume at that floor with the levels you would have earned. Codes are unique to your install — one player's code will not work on another machine.

Difficulty Enemy HP Enemy damage Heal between floors Score
DESCENT ×1.00 ×1.00 30% ×1.0
ABYSS ×1.35 ×1.30 24% ×1.6
OBLIVION ×1.75 ×1.70 none ×2.6

Difficulty is changeable at any time from Settings; a mid-run change takes effect on the next floor.


Built With

Kotlin Android JavaScript Electron Windows

Voltfall Neon Depths
Platform Android 7.0+ Windows 10/11 x64
Language Kotlin JavaScript
Renderer SurfaceView + hardware Canvas Canvas 2D
Audio Streaming software synthesiser Web Audio, synthesised
Runtime dependencies none none
Download size ~95 KB ~100 MB (Electron shell)
Automated tests build + on-device verification 46 headless, smoke, soak

Both simulations run on a fixed timestep decoupled from the display, so a 60 Hz and a 144 Hz machine play identically.


Verifying a Download

Every release ships a SHA256SUMS.txt next to the binary. Before installing:

Get-FileHash <file> -Algorithm SHA256      # Windows
sha256sum <file>                           # Linux / macOS / Android

Compare the result with the matching line in that release's SHA256SUMS.txt. If they differ, the file changed in transit — do not run it.

Windows may warn about an unsigned installer from a new publisher. That is expected for an independent release and is not a detection; verify the hash if you want certainty.


Privacy

Neither game collects anything. Voltfall declares no INTERNET permission at all, so it cannot transmit data even in principle. Neon Depths runs entirely offline. Records live only on your own machine, and both games have an in-game option to erase them.

Full terms: Voltfall EULA · Voltfall Privacy Policy · Neon Depths EULA


Blackout Studio · Gaurav Vyas · gaurav.vyas.1729@gmail.com

© 2026 Gaurav Vyas, trading as Blackout Studio. All rights reserved.

About

Blackout Studio — Voltfall (Android) and Neon Depths (Windows). Zero-dependency, fully offline games.

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