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
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
All dialogue is recorded in both Turkish and English.
11,500+
Game assets
Character models, props, animations and materials.
143,209
Lines of gameplay code
Written in C++: possession, shell collapse, AI, alarms, elevators, interface.
2,536
Production tools
Purpose-built Python tools 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.
- Completion gate — before any task counts as finished, a checklist for that kind of work runs end to end; the automated part is measured by a single command that prints passed or failed.
- Regression tests — the game's rules are tested independently of the game, which catches silent drift between sessions.
- Automated player — a bot walks the map and logs behaviour; results are compared numerically rather than by eye.
- Performance measurement — frame time is measured in packaged builds, never in the editor. Verdicts use the worst 1%, not the average.
- Engineering memory — every solved class of trap is recorded with its case and its evidence. The point is to never solve the same problem twice.
What's next
Roadmap
- Demo polish — visual and audio acceptance across the seven levels, playtest rounds, balance work.
- Steam page — store page and trailer, ahead of the Next Fest registration deadline.
- Steam Next Fest — 22 February 2027, public playable demo.
- Full release — targeting June 2027.
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.