Nomadust is one of my biggest indie projects, some even say it’s too huge.

I created it to learn, and because I was genuinely into what I was making.
The combined satisfaction from learning and creating was enough to continue working on it.

Gameplay design was based on few games that I liked, and fits the following genres:
RPG, multiplayer, sandbox, survival, action, adventure
Visual design was based on performance and improvised.

The game is in 3D space and from the perspective of a third person.


Character Controller
The game had a basic controller, but with the ability to walk 360 degrees around planets.
Combat system allowed you to steer both hands independently, and I’m still using and improving it in my newer projects.

The textures of items were automatically screenshotted whenever I edited the models.
It was built with multi-slot feature – each item could take different amount of slots.

Crafting Panel
Items received different additional stats depending on the type of wood and metal inserted.

Ship Builder
One of the hardest systems I ever started working on.
Nomadust presents older and prototypal version, however I’ve been changing and improving it since then.
It allows the player to build structures from sections attached to each other, and stretch their corners for more interesting shapes.

Planets were borrowed from Sebastian Lague.
They got me interested in the procedural mesh generation that I have been playing with since then.

Strong Sides

  • Not many RPGs with planets, game felt unique.
  • Game was positively received by potential future players.
  • Gamers love to build, especially if their creations are useful.
  • Multiplayer (based on Mirror).
  • UI’s color palette was fitting.
  • Combat system.

Weak Sides

  • Character model.
  • Animations.
  • Controller was clunky.
  • Equipment models.
  • Design was vague and lacking, too much improvisation.
  • Planets models sometimes were of poor quality or unfitting style.

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