Fast-paced 3D survival action with replayable roguelike loops
Your weapon fires itself — you move, dash and decide. Battle endless waves, craft weapons and metallic allies, and watch the 2D plane tear open into a full 3D arena. Launching on Steam in late August 2026.
SYSTEMCRASH 92
SYSTEMCRASH 92 is a side-scrolling survival roguelite. Your weapon auto-fires at whatever is closest, so your job is to read the screen, move, dash through the swarm and decide what you carry out. Every run rolls its own rules — and at any moment, Reality Shift opens the flat 2D plane into a full 3D arena.
What makes it unique
Reality Shift
One button opens the flat 2D plane into a full 3D arena: the camera goes orbital, you move in every direction and enemies switch to 3D pursuit. Nothing else in the genre does this.
Deep Crafting System
20 craftable weapons, each with its own damage, fire rate and mana cost, plus 12 metallic allies that orbit you and fight on their own. All built from mined materials.
Roguelike Progression
Every run rolls its own archetype, mutator and contract, and an 18-node permanent tree carries over. The Threat Level scales with your own progression, not with a clock.
Boss Encounters
5 rotating bosses that break in on their own. An alarm goes off, radial scans mark the exact ground where it will land, and seconds later something enormous is standing there.
Skins, Hats & Swords
10+ collectible skins, hats, and swords with fun pop-culture references. Express your style in the arena.
Multi-Language Support
Fully localized in 8 languages from day one, with full controller support and three global Steam leaderboards.
Gameplay Gallery
See it in Action
Roadmap
Current Build
Planned Updates
Baker & Blade
An endless pixel roguelite where pastries are currency, bosses have signature mechanics, and your arsenal grows with every trade at the baker's shop. Three game modes — Story, Boss Rush, and Card Crawl — with 49 weapons, 17 bosses, and procedural chiptune audio.
90s Engine
A local 2D engine for narrative JRPGs with SNES-era constraints, built so a human and an AI can author the same game together. Every change — made in the in-game F1 editor or through 57 MCP tools — goes through one command layer with shared undo/redo, validation and hot reload. Ships with turn-based combat, event-driven NPCs, shops, procedural chiptune audio and a playable demo.
SETO GAMES
Pablo Marchan
Programmer at a Christian educational institution and game developer by passion.
In my free time, I create video games, explore artificial intelligence,
and work with technology and 3D art.
Huge fan of the SNES era. I enjoy anime, manga, literature —especially
science fiction—, astronomy, and art. I'm also interested in the study
of the liberal arts as part of my personal development.
My faith in Christ guides me every day.
Let's Connect
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