Elias is a manually coded Discord Chatbot - no AI was used in its creation. The name is simply altered from the word "Alias", because the initial intention of the bot was to allow users to chat under different names and profile pictures via webhook integration. The chatbot function was developed shortly after.


Elias manages multiple different characters, and in theory could manage an unlimited amount. It works by parsing Discord messages for certain keywords, and based on the keywords found, generates a path to the proper character response.


Status: Continuous Updates

Probably my greatest undertaking yet, I wanted to create my own game that would be published on Steam. The idea was a post-apocalyptic nuclear winter, focusing on two individuals: brother and sister. It's rather grim, featuring themes such as starvation, depression, incest, cannibalism, and non-consensual relations. I developed the skeleton of the game, including features such as inventory, save/load system, language support, objects, and NPCs.


Additionally, the art was to be handled by @Luminous_Wish, however, life got in the way of both of us. While I would greatly enjoy coming back to work on the project, now is not the right time.


 

Status: Hiatus

Terrible History is the first mod I've published that has had a substantial amount of work and research put into it. Suffice to say, it's something I'm proud of.


It used to revamp the completely outdated and ineffective Italian focus tree, but then like right after I uploaded the mod the new DLC was announced which was going to give Italy a new focus tree. So that's cool.

Afterwards, I started working on another mod with a similar premise, but for Austria. Eventually, I combined what I had with Terrible History and reframed it as an update.


I started working on it, doing research, making the basic frame of what I was going to do. I got decently far into development before I lost motivation after being unhappy with the in-game events I had created, and kind of burnt out.


I'd like to return to it someday.


Status: Hiatus

This was just a small mod I made for my own personal preferences. It makes Venus able to be terraformed with the appropriate technology, similar to how the game lets you terraform and colonize Mars. I just thought it would be neat, and even though it's small it's definitely a must have for any game I play :)


Status: Complete

A work-in-progress project with @SupShimaShima. It's a silly little program that lets you make your own Weezer "Blue Album" cover image. Currently the plan is for Shima to create the images for friends and acquaintances, and you can use those in its creation, but at some point I would like to make it able to take whatever pictures you put in it.


Right now I'm just waiting for him to create the images.


 

Status: In Progress

Heroica was a childhood favorite of mine, a game I always loved to play with my dad and brother. It was sold ages ago, but I discovered a newfound interest in it recently. My wishes were granted on Christmas when my dad decided to surprise me with the entire collection (which isn't much, like 5 games). This sparked an even GREATER interest and I knew I had to make it better.


I have spent so many hours essentially creating my own game off of the backbone of Heroica, making it more akin to a TTRPG board game. Theres around 12 full pages of rules and 30 pages of appendix-ing as I'm writing this, so there's not really a good way to summarize it well. If you like TTRPGs and a TTRPG board game sounds interesting to you, I'd recommend you check it out!


Status: Near Complete

I can't remember when, but at some point my brother had the grand idea of combining all the decks of Uno that we had into one mega deck. We kept up this trend, and I am now the proud owner of a 2000 card Uno deck made from 15 different decks of 7 different titles.


Currently, I'm working on bringing the idea to Tabletop Simulator. I have a decent selection of cards already made, but it's tedious work.


Status: In Progress

Fallout is one of my favorite game series of all time, and I've always wanted to play it co-op. After seeing the abysmal state of Fallout multiplayer mods, I decided I wouldn't bring the multiplayer to Fallout, but bring the Fallout to something else. In this case, that something else was Minecraft.


I thought Minecraft would be the perfect base for a survival oriented game without a story, and I still think that's true. I've attempted it I think four times now. The first time I tried to manually code it for Forge, and then the second time I tried to manually code it for Fabric. The third and fourth times followed the same order of mod loaders, but instead of manually coding it I tried creating the mod in MCreator.


Eventually, one thing or another would cause me headache, and I couldn't figure out how to do it correctly without causing errors. I love Fallout, and I love Minecraft, and someday I would like to make the two come together. Java's a fucking mess though, man.


 

Status: Indefinite Hiatus

Generally, I like to play games semi-realistically. For example, instead of taking everything for my own in HoI4, I like to designate satellite states to control those areas, since they get more for the states being their core land as opposed to my uncored land. I figured I couldn't be the only one like this, so I decided to do something about it.


It was intended to be an overhaul for subject states, providing them more utility and expanding the options available to make it historically accurate. It was a profound undertaking though, and I should have not narrowed my scope too much. I like things to be as dynamic as possible, and this was just not that. It made me disappointed rather than pleased. I might revisit it someday, because I genuinely loved the visuals and feel of everything.



Status: Indefinite Hiatus

One of the parts of Stellaris I enjoy a lot is the precursor empires. One major gripe I have with it though is that there's only like, 7 different options you can get. That might sound like a decent amount but Stellaris is a heavily dynamic game that is meant to be replayed, and 7 choices gets old rather quickly. I had around 20 new and unique precursors that would be randomly selected, though I only finished one of them, and I was so displeased it completely killed my motivation lol


 

Status: Indefinite Hiatus

Ruins of Europe was a post-apocalyptic cyberpunk setting, taking place shortly after corruption caused the collapse of the majority of governments and corporations. As you might have guessed, a sci-fi overhaul for a World War 2 war game is a tremendous undertaking, especially when working by yourself, so this never really got anywhere past the most basic implementations.


I did have a blast creating the political map though. And then redoing the political map because at the rate I was going the mod would run horribly slow.


 

Status: Indefinite Hiatus

When I play EU4, it always seems like the same nations come out on top, with a few exceptions here and there. Chaos Europa does what you probably think - brings chaos to the major nations so that the little guys can have a go, too. It did this by reworking cultures, creating subject states in then autonomous regions, and most importantly, causing each major nation to undergo a cataclysmic disaster that would tear apart their country. While I conceptualized multiple disasters for many nations, I only executed one of them and I was not particularly pleased with the events that brought it about. I was, however, very happy with the very broken map of England.


 

Status: Indefinite Hiatus

I would probably call this my "theoretical magnum opus" if I were a pretentious bastard. In reality, its just everything I want in a game. It's heavily inspired by Fallout, from the original games to the modern installments. The only thing I really have conceptualized for this game is the attribute & skill system, which I put a lot of thought into. I wanted something that wasn't too complex, but not simple either, yet unique and balanced. I am very happy with how it came out, and I cannot wait to be able to implement it into a game someday (hopefully).


 

Status: Future Development

If you want something explained in more detail, contact me! I'm happy to elaborate :)