Link to Build

Meet the Team

Aleck Rinaldo

Based in: Arizona

Roles: Game Designer, Animator, Art Director, Producer, Writer

My name is Aleck, and I am relentless.

Seven years ago, I set out to make a Smash Bros style fighter in the Unreal Engine. But rollback netcode requires that an engine be deterministic, and only a handful of developers on Earth have pulled that off in Unreal. No matter. While we searched for the missing piece, I spent years building a battle-tested team and using our single-player content as a foundation for something greater.

This project was a calculated risk.

Rogue: Genesia released on March 7th, grossed an estimated $2 million with 220k–480k copies sold—thanks in part to its tilt-shift style and faithful take on the Vampire Survivors formula. We offer that same look and game mode, plus every additional mode you see in the trailer. Winning Formula + Multiple games worth of content that can stand on their own. And with your support, I have a friend who would love to help me print and scan 3D claymations for The Midnight Walk look.

Every member of this team believes in this project through thick and thin. Unfortunately the last year has been more thick and my wallet more thin. Give us this chance, and we will bring a popular genre in a direction that builds off of its secret strength. Movement.



Hobbies: HEMA, Rock Climbing, Archery, Sewing Costumes, Worldbuilding, Cinephile, Collecting Bones

Weaknesses: Poor, Can't spell, Bad at Sleep

Erick "Bane" Herrera

Based in: Mexico City

Role: 3D Artist, Rigger, Stop Motion Artist

As a 3D artist, Bane brings an intense curiosity to everything he creates whether it is sculpting in ZBrush or working with real clay. His work always reaches for something deeper: story, emotion, catharsis. He started out making game mods, and that same spirit of exploration still drives him today.


Hobbies: Shredding Base, Martial Arts, Photography, Weight Lifting, Cinephile

Weaknesses: Lives under constant attack, Poor

David Parsons

Based in: Arizona

Roles: Lead Programmer

When you get stuck on something new, you reach out to your most knowledgeable friend on the subject. When that friend got stumped David was the programmer he reached out to. I could not have persisted these seven years, had I not met someone so relentless in their talent, and in their kindness. The reason the game has so many modes is because David can turn a concept into a playable game mode over a weekend.

Long ago I read that Value hires the kind of person who would tinker with games in their spare time. That advice served me well.



Hobbies: Bike Riding, Swimming, Making Videogames

Weaknesses: Poor, Can't spell

Alex Mees

Based in: Brazil

Role: Programmer

A family man from Brazil, Alex first caught our attention with a solo project that showed off both his technical chops and creative spark. Since joining the team, has been the definition of reliable. Always calm, always thoughtful, and always delivering.

He has been instrumental in shaping the core gameplay loop, and working with him has been a breeze. There is a quiet confidence to the way he builds systems that just works. Alex is the kind of teammate you wish you met years ago.



Hobbies: [Family Man]

Weaknesses: Somehow caught 3 of 4 strains of Dengue fever, Poor

Lorenzo Morselli

Based in: Italy

Role: sound designer, foley artist and audio programmer

I've hired over 10 programmers. More artists then I can name. But I have only had to hire one audio engineer.

Adaptive. Efficient.

He is one of the leads for the Coffee Stain audio department, thanks to his constant collaboration with Ghostwood Empire. Highly active in the Swedish scene, he worked on Valheim, JumpShip, As We Descend, and other big titles unannounced as of yet.


Hobbies: Shredding

Weaknesses: Uknown