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Lizard Simulator

Project type

Commercial Indie Game (Steam)

Role

Co-Developer — Game Design, Production & Publishing

Team

2 (Me + Developer; game design shared)

Scope

Engine: Unreal Engine 5 (Blueprints) • Platform: PC (Steam) • Status: Demo shipped at Steam Next Fest (June 2026), full release in development

TL;DR
A physics-chaos sandbox: you're a lizard, the town is having a normal day, and you ruin it. Tongue-grab, wall-climb, ragdoll on demand, and send NPCs into panic spirals. Our demo went out at Steam Next Fest and passed 1,600 installs.

My Contributions
Came up with the concept: you're a lizard, the town is having a normal day, you ruin it.
Co-designed the mechanics with the developer (tongue grab, wall climb, on-demand ragdoll, NPC panic) by prototyping ideas fast and keeping what was fun.
Owned publishing: Steam store page (copy, capsule art, tags), the trailer and screenshots, the Next Fest submission, and demo builds and uploads.
Owned marketing: social media and reaching out to streamers and content creators.
Shared production with the developer: roadmap and priorities, playtesting and QA, choosing art, sound and UI assets, and reading the post-Fest data.

Design Notes
Fun-first iteration: we tried ideas quickly and kept the ones that made us laugh.
Clip-first scope: every system has to make a funny 10-second moment on its own.
References: Goat Simulator for the tone; DEEEER Simulator for escalation.
Demo discipline: smaller map, more density. We cut breadth to make every minute count.

Results & Learnings
Steam Next Fest (June 2026): 1,600+ demo installs, ~320 wishlists.

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