The Level 8 lineup
Ravenwych
This was my very first game. I made it entirely on my own — the pixel art, the design, even the code (which is still my personal nemesis). I used GDevelop as the engine and Aseprite for the art, both of which I had never touched before. I was 52, had no idea what I was doing, and I just… did it anyway.
It’s a short 2D platformer with quests, multiple levels, and even a hidden oubliette. It’s not fancy, and it’s definitely rough around the edges — but I did it. And for that reason alone, it’ll always mean something.
Space Station Tycoon
Our first real Roblox game. Okay, we made an obby first to learn the engine, but this was the one where we actually started building something proper. I just really wanted to make a space station — clean white corridors, glowing blue accents, very 2001: A Space Odyssey. And honestly? We nailed the vibe.
Then I said I wanted hoverboards (which… didn’t happen), and sliding automatic doors (which did happen — eventually — after nearly breaking Ian’s soul). The med bay was my favorite part to build. It’s basic compared to our later games, but it was a huge step forward for us.
Mine Masters
This one was our big leap. It’s a mining simulator with pets, trading, buying, selling — so many systems we’d never tackled before. Ian was a beast, still learning Lua on the fly (his background is C#) and knocking out system after system. This was also the first time I felt like we had made exactly what I pictured in my head. It’s still my favorite of our Roblox games. It just feels good.
Mystic Grove
Mystic Grove was born out of my love for all things apothecary and witchy, but I didn’t want it to be too dark — we needed something that would work in the Roblox space. So we brought in the dusty pastels, mushrooms, fairy rings, and built a cozy little witchy world.
We knew it would be a tycoon, but we wanted a hook — and that became the flying broom gem event. It was hard to implement, especially on mobile (sorry again, Ian). It’s one of our most visually recognizable games and one that I think really captured a specific kind of charm.
Bleakmoor Asylum
Bleakmoor was a return to my darker roots. I’ve always loved haunted asylums, ghost stories, and vintage horror. The idea came from reading about Broadmoor and watching way too many episodes of ghosthunting shows. (Fun fact: my husband, as a child, lived near Broadmoor. ) It’s set in an abandoned 1920s asylum, full of atmospheric sound, ghostly whispers, and jump scares — which still managed to catch me off guard during testing.
We made sure to stay within Roblox’s content rules — no blood or gore — and I think that restraint actually helped it feel more unsettling. Sometimes it’s what you don’t show that’s creepiest.
Sweet Haven
This was our most recent Roblox game, and our attempt at pushing customization as far as we could. Players build and decorate their own sweet themed village. It was cute and colorful but it also made us realize just how limited the platform can be when your creative scope starts expanding.
Sweet Haven was a bit of a turning point. We were growing as developers, but the platform wasn’t growing with us. That’s when we really started thinking seriously about building outside of Roblox.