My game, published on Steam
2025
REDSHIFT is my game, published on Steam through my company, Gravity Interactive. It is a short first-person psychological horror built in Unreal Engine 5. I made the 2025 Early Access release alone. The 1.0 release came from a four-person developer team with additional artists and voice actors, and I was its senior programmer, producer and creative lead. It has passed 99,200 lifetime units.
What I did
Role: Senior programmer and team lead, creator and owner of Gravity Interactive. Solo developer of the 2025 release; senior programmer and team lead on 1.0
- Team leadership: managed a team of programmers, planning their work and merging more than 170 pull requests into the main build.
- Core mechanic: eyes-closed REDSHIFT layer built with a custom post-process, input gating, and world-state swaps.
- Interaction framework for dual-reality objects, clues, and gated puzzles
- Narrative layer: dispatcher radio, timed interrupts, branching beats, and fail-safes.
- Levels, settings, and release: the Layer 1 to 3 levels, the settings and accessibility options, Steam achievements, and the hotfixes after 1.0.
Details
- Studio
- Gravity Interactive, my company, listed as developer and publisher on Steam
- Engine
- Unreal Engine 5
- Platform
- Windows on Steam
- Release
- Steam Early Access Sep 2, 2025 (version 0.1.0). Full release, version 1.0: Oct 30, 2026.
- Tags
- Unreal Engine / Horror / Steam
Summary
REDSHIFT is a short first-person psychological horror where closing your eyes reveals a hidden layer of reality called the REDSHIFT. You play as Samuel Chase, a field technician for Northline Communications, sent to bring a long-abandoned military relay back online at Tower 7. Powering the site awakens something that twists the world, and you decide whether to run or face the tower. It is a focused, single-sitting experience that tells its story through environmental details, radio calls, and a strange setting.
Two versions
I built the 2025 Early Access release (0.1.0) alone. Version 1.0, released on Steam on October 30, 2026, was rebuilt with a team through RIT's MAGIC Maker program, where I was senior programmer, producer and creative lead. That team was four developers, plus additional artists, voice actors and other contributors. I own REDSHIFT and Gravity Interactive, the company that develops and publishes it on Steam. The Steam page now links to 1.0.
Notable results
- Reached the top of Steam’s New and Trending free games and has passed 99,200 lifetime units.
- Highlighted in a Rochester Institute of Technology article.
- Mostly Positive rating on Steam (78% of 112 user reviews, November 2026).
- Accepted to the MAGIC Maker program.
What I built
For the 2025 release I built REDSHIFT alone, covering design, narrative, art direction, audio integration, release, and community. Outside of music and art assets, I programmed the entire game and shipped it myself.
- Team production: led the programming side of a four-person developer team through the 1.0 rebuild, planned the work and milestones, and coordinated artists, voice actors, and other contributors.
- Player, game flow, and menus: the first-person character, player controller, game mode, main menu, pause menu, loading screens, and credits.
- Quest system and quest UI, including the final terminal.
- Interaction system: keypads, keycards, doors, power-locked doors, and the elevator.
- Layer 1, Layer 2, and Layer 3 level work: geometry, navigation mesh fixes, and layer audio switches.
- Post-process and visual effects: the REDSHIFT post-process stack, glitch and blindness shaders, and render-target effects.
- Dialogue and narrative: a dialogue priority system, voice memos, lore tracking on the pause menu, and captions.
- Settings: brightness, gamma, and colorblind options, plus the audio settings.
- Debug and test tools, including a debug menu and a spawner.
- Audio integration and mixing with interference cues, proximity stingers, and dynamic zones for each eye state.
- Level design and scripting for Tower 7 approach, interior flow, pacing, and tension ramps.
- Ending logic and state tracking, including the bad and burning endings and their achievements.
- Accessibility and UX: graphics presets, audio sliders, high-contrast visibility option, and input tweaks.
- Dynamic quality settings for scalability so the game can work on a variety of devices.
- Performance and QA: profiling, LOD and visibility passes, collision and lighting fixes, and hotfix pipeline.
- Steam integration: store setup, achievements, depots, and build delivery.
- Release operations: patches, player support, community updates, and long-term maintenance.
- Hotfixes after the 1.0 release.








