Independent game studio
Games built from the engine up.
SinisterSwiss Studios is a one-person studio making games on Ferrum3D, a 3D engine of my own written in Rust. The first game, Tombwarden, is a co-op graveyard defence on its way to Steam.
Now in development
Tombwarden
- Co-op, 1–4 players
- First-person
- Roguelite
- Windows & Linux
Keep the undead off the crypt. They come in waves through the four gates, and the night gets darker with every one you hold.
Zombies first, then fast, brittle skeletons, ghosts that drift straight for the crypt and vampires that hit hard. Quick ghouls join from the sixth wave, and every fifth brings a boss: the Grave Giant, the Horned Demon and the Hollow Jack. A keeper who goes down bleeds out unless a friend stands over them and pulls them back up.
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Hold it together
Up to four keepers over the internet or the LAN, with Steam lobbies and invites. Alone, bring up to three AI companions.
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A new build every night
Pick one of three boons after each wave, and a relic from every boss: chain lightning, whirling blades, a ring of wisps.
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Embers and the Shrine
Every night pays embers. Spend them on permanent perks, new weapons and incendiary, frost or explosive rounds.
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Two looks, one game
Play in a bright low-poly style or among photoscanned headstones. Keepers in different styles share the same graveyard.
The engine
Ferrum3D
A modern 3D engine written in Rust on wgpu. Building my own means every game gets exactly the renderer, physics and netcode it needs, and when something is slow, the fix is in code I own.
- Language
- Rust
- Graphics
- wgpu · Vulkan
- Platforms
- Linux · Windows
- Release
- v0.5
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Rendering
Deferred PBR
Cook-Torrance GGX shading, image-based lighting baked from an analytic sky, cascaded shadow maps with EVSM filtering and froxel volumetric fog.
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Submission
GPU-driven
Per-view compute culling, two-pass Hi-Z occlusion, bindless materials and multi-draw indirect from a single mesh arena.
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Geometry
Virtualized meshes
A Nanite-style cluster DAG with per-cluster LOD, a visibility buffer and a mesh-shader raster. Virtual texturing alongside.
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Lighting
Hardware ray tracing
Ray-traced reflections, DDGI irradiance probes, and a progressive path tracer kept as the reference every other pass is measured against.
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Upscaling
Temporal reconstruction
TAA, AMD FSR 3.1 ported to WGSL so it runs on any GPU, and DLSS Super Resolution, Frame Generation and Ray Reconstruction where the hardware allows.
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Simulation
Physics and fluids
Fixed-timestep Rapier physics on its own thread, a custom DFSPH fluid solver, and heightfield water with buoyancy and splashes.
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Multiplayer
Server-authoritative
Client prediction and reconciliation, LAN discovery, and Steam lobbies, invites and relay as an optional feature.
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World
Terrain and effects
Terrain, scatter and foliage from one shared height function; GPU particles; decals; order-independent transparency.
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Foundation
Everything else
An ECS scene graph, glTF 2.0 with skins and morph targets, spatial audio, saves, settings, menus and gamepad input.
The studio
One developer, every layer.
SinisterSwiss Studios is a solo studio: one developer, SinisterSwiss, building the games and the technology underneath them. The renderer, the netcode, the tools and the store art all come from the same desk.
I want to make games that run well on the hardware people already own, play just as well with friends as alone, and that I can fix at every layer when something goes wrong.
Contact
Say hello.
Press, playtesting, partnerships or just a question about the engine: email reaches me fastest.