Salvage Corps

Undefined / Pupskey Productions · web release 2026 · Steam version in progress

Salvage Corps is the biggest thing I've designed and built on my own, and it's really two projects. The first is the free web game, out now on CrazyGames. It's a survivors-like set in a bankrupt corporate space sector. You pick a sector, deploy, loot points of interest while the heat builds, and then either extract with your haul or lose it. Back at the station is the long game: revealing and crafting new gear, fitting out hulls, shields and engines, and watching the galaxy heat climb until it's time to warp out.

The web version was built between June and early July 2026 and it's a complete game: around 70 weapons, 69 enemy types across four factions and five tiers, 24 kinds of point of interest, a rival scavenger company working the same map, and localisation into 16 languages. Landscape and portrait, mouse, keyboard or touch. I wrote a Monte Carlo simulator for the run economy so I could tune drop rates and costs against thousands of simulated runs before adjusting anything by hand, and the busiest scenes run close to 300 live enemies at 1080p on a spatial grid. About 80,000 lines of TypeScript.

The second project is the premium desktop version for Steam, which I started on 10 July 2026 on its own branch once the web game was done. It's a different game underneath. Ships are shallow 2.5D meshes with height, authored by hand rather than sprites, lit by a proper lighting layer with normal-mapped materials, HDR render targets and ACES tonemapping. Each faction is getting its own fleet with named elite pilots, the galaxy has been rebuilt with rifts and sector pressure, and there are separate simulators for contracts, damage, fleets, galaxy and roster balance. I added a headless GPU harness that checks every shader compiles and measures frame cost so a regression shows up in the terminal before I see it.

The several hundred character portraits came from an image model. I generated them as contact sheets from a shared prompt and reference set, then sliced and cleaned them up by script. It's the first project where I leaned on AI for a whole category of art. The Steam build is well past 300 commits and still moving; happy to show a current build.

Two versions

  • Web game

    Released. Free to play in the browser, desktop and mobile.

        Play on CrazyGames

        Pupskey Productions

  • Steam version

    In progress since July 2026. Premium desktop build with new rendering, lighting, fleets and galaxy.

  • My role

    Design, code, economy, art direction and release. Solo project.