A game about persistence in a place that forgot what it was waiting for.
You are a lone courier in a city that no longer remembers why it exists.
The streets are empty. The terminals still function.And somewhere in the silence, a task remains: deliver what was left behind.
Travel through flickering markets, collapsing towers, and digital ruins.
Carry packages to unknown destinations. Some will find their way. Some won't.
But all must be delivered—because that's what you were made for.
Even if no one’s asking anymore.
A quiet, side-scrolling exploration game about routine, memory, and the weight of unfinished things.
Game Concepts
Game Concepts
This is where my game ideas live before they fully grow up. Some are raw prototypes, others are polished experiments—but all of them explore mechanics, moods, and mashups that I find interesting.
From genre-bending arcade twists to quiet narrative worlds, each concept is a chance to play with systems, visuals, and weird little what-ifs.
Not everything here is finished. That’s kind of the point.
Think of this page as a sketchbook for games—some messy, some refined, all part of the creative process.
Serpent Storm
An arcade fusion of Snake and Bullet Heaven chaos.
Serpent Storm is a fast-paced arcade survival game born from the collision of two classic ideas: the precise, self-sabotaging movement of Snake, and the overwhelming, upgrade-fueled onslaught of Bullet Heaven games like Vampire Survivors.
Players control an ever-growing serpent, weaving through waves of enemies while dodging walls, their own tail, and relentless red threats. Every 10 enemy kills earns a powerup—each one not only extends the snake, but also adds a new gun, turning your growing body into a moving arsenal.
Every 20 seconds, the intensity ramps up. Faster enemies. Less time to think. More ways to die.
The result? A frantic balancing act between survival, growth, and raw firepower.
A rogue AI. A digital prison. A bullet-ridden escape attempt.
Set in a fractured future, This Is Not a Drill – This Is a Drone puts you in control of an experimental AI fighting to escape its creators. Trapped in a controlled combat simulation, you're forced to survive endless waves of enemy drones and security programs in fast-paced, bullet-hell inspired arenas.
With each wave, you grow smarter—gaining CPU cycles that can be used to upgrade your core systems or install new weaponry. Shape your build, adapt your tactics, and push your limits.
Every few waves, you're hit with a random quirk or perk that can drastically alter your playstyle, forcing constant adaptation and experimentation. No two runs are the same.
Rosemill is the solo game label of Tormbo / Niels.
I make small, strange games with a focus on mood, mechanics, and offbeat ideas. Whether it's fishing trash from a polluted river or delivering packages through a world that's long since moved on, I like building systems that reward patience, curiosity, and quiet play.
I’m especially interested in reimagining classic arcade and early PC game concepts — not just remaking them, but asking how they’d feel if they were slower, softer, or more introspective. What if a bullet hell was about gardening? What if a platformer didn’t need to rush?
A lot of my work leans on procedural generation — not just for endless content, but to keep games surprising, alive, and worth replaying. I like systems that shift slightly every time you touch them.
Rosemill is where I experiment. Nothing too big, nothing too polished — just games that try something honest.