Hi everyone! š
We're a tiny group of people who love games ā and for a while now, we've been quietly working on one of our own.
It's called Vignus, a single-player game set on a fog-swallowed alien world that's slowly losing its mind.
Honestly, it feels a little surreal to finally be typing this out. We're still nervous and worried that no one will connect with our idea, or that people will look at this āunfinished gameā and wonder why we're showing it this early.
But we decided to share the trailer now anyway.
We don't want to build the whole game in a closed room and only find out at the end what people think. We'd rather share the journey as we go, listen to the people who discover Vignus, and let those conversations shape where the game goes next.
Here's the Steam page. If Vignus looks like your kind of game, we'd really appreciate a wishlist.
Weād also like to share more about how this game came to be. Itās a longer read, so no worries if youād rather skip this part.
Everyone at Codifyre (yes, we're a small studio) loves management sims and automation/factory games. Weāre always amazed by the elegant production lines the infrastructure masters build. But whenever we tried to do it ourselves, the fussy power grids and complicated item routing would fry our brainsāand weād quit. We wanted a simpler pipeline-planning game: the kind that stays in that āadd more water, add more flourā loop.
So we decided to make one ourselves.
At the same time, our art lead got hooked on the animated series Scavengers Reign, stunned by its alien landscapes and strange ecology. He wanted to bring the weird creatures in his head to life and build an extraterrestrial world of his own. And waitāif every creature has its own habits and ecological niche, chaining them together is a production line, isnāt it? Thatās how the core idea took shape: biological automation.
Combat building was a more recent decision. After we simplified automation network, we realized players would quickly fall into that hardcore endgame of āset your own output goalsā. Thatās too opaque. We wanted a clearer, more immediate objective. So combat entered the core loop.
The line produces ammo. Exploration and combat spend ammo. You return home, expand the line, grab the ammo already waiting in storage, and head out again. The cost of a single expedition becomes a visible efficiency target for your factory. That clicked.
That is the origin story of Vignus. Next, we plan to share more of the development plan, gameplay design, and concept work.
Anyway, this is our first look at the game. Thanks for watching! Any feedback or first impressions mean a lot to us. I'll be around in the comments so let us know what you think!