
Snaiper
Long-range sniper game. Long-range ballistics. Real wind, real drop, real flight time — every shot is a promise.
Aftercast is an independent game studio of one. I make games slowly, ship them in public, and write down what went wrong. Some are tactical, some strategic, some brainy, some purely crunchy — the only rule is that none of them get to bore you.

Long-range sniper game. Long-range ballistics. Real wind, real drop, real flight time — every shot is a promise.

One-thumb precision climber. The ball bounces by itself. You just steer it, land clean, and decide how far is far enough.
I'm Patrick. I make games on my own, slowly, and ship them in public. The genre changes; the intent doesn't. What ties everything together isn't a category — it's a refusal to let anything get stale. Every game here is one I'd want to play again myself, at 2am, for no reason at all.
Clearing the Summit no longer has to be where a run ends. Here's why the fix doesn't touch a single floor.
A card that could come back around seemed harmless, until a run lived long enough to prove it wasn't. The fix is one sentence.
Clearing the Summit used to be where a run ended. Now a player can keep going — and the thing that finally stops a strong run isn't a steeper floor. It's the camera.
The fix for a run that technically never ends usually isn't a bigger number. Sometimes it's refusing to offer the same card twice.
A climbing boost that only ever helps doesn't change how you play — it just makes the run shorter. The lever that fixed it wasn't the boost itself. It was how long a floor stays underfoot.
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