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Development

A one-person production, measured as it goes

Parazit is built by a solo developer. The biggest risk in a project like this isn't writing code — it's losing track of what you've done: which asset is actually wired into the game, which fix quietly broke something else, whether a problem solved last month has crept back in.

So the project has a measurement pipeline alongside the production one. None of the figures below are maintained by hand; each is the output of a command and can be reproduced on demand.

Production figures

As of 18 September 2026

76 days

Development time

First commit 5 July 2026. From a grey-box prototype to an Unreal Engine 5.8 production project.

7 levels

Playable maps

Laboratory, lower floor, security line, disposal shaft, smuggler corridor, waste valley, mining site.

1,072

Voice files

529 Turkish, 543 English. Dialogue is recorded in both languages.

11,500+

Game assets

364 skeletal meshes, 2,969 props, 1,709 animation assets, plus materials.

143,209

Lines of gameplay code

C++ across 273 files. Possession, shell collapse, AI, alarm, elevators, interface.

2,536

Production tools

Permanent Python tooling for asset import, placement, auditing and measurement.

Verification

Measured before it counts as done

This project gave its most expensive class of bug a name: produced but never wired up. An asset gets created, saved to the right folder, ticked off on a list — and the game never reads it. No error, no warning, nothing visible anywhere.

What's next

Roadmap

These are targets, not commitments. The game won't enter the festival before the demo is ready — a title only gets one shot at Next Fest.

Questions?

Happy to talk about the process, the technical approach, or working together.