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.
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.
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.
| 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.
Every release ships a SHA256SUMS.txt next to the binary. Before installing:
Get-FileHash <file> -Algorithm SHA256 # Windows
sha256sum <file> # Linux / macOS / AndroidCompare 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.
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.






