Bryan Rozel

Independent game developer

Quiet games about everyday places.

I’m Bryan. I’m building BONEWATER, a first-person game about returning home to a riverside village in Sarawak, one small task at a time.

Real footage from BONEWATER Chapter 5, Flood Season, then Chapter 6, Return Upriver · one recording of the game, 30 September 2026 · 39 seconds · work in progress · no sound
Part 1
6 chapters, start to finish
Tested
1,315 automated checks 17 suites, as of 11 Oct 2026
Built with
Godot 4.8 pre-release, GDScript, for PC
Team
1 developer, AI-assisted tools

The reel

Twenty seconds of the game.

Real footage from BONEWATER Chapters 4, 5 and 6 · one recording of the game, 30 September 2026 · 20 seconds · work in progress · music generated for this reel, not the game’s sound

01 / The game

BONEWATER

About this game

BONEWATER is a calm first-person 3D game in a Melanau-inspired riverside setting in Sarawak. You walk home along raised timber routes, and ordinary tasks change the place around you.

  • Six chapters in Part 1 Each is built around one everyday task in one place, from a first crossing to hanging a hat by the door.
  • No combat, no fail screens If a plank is wrong it sags and floats back; you try the other.
  • Water that matters A rising tide and a flood season change the ground you walk on.
  • Sound from a real tidal flat Water, insects and footsteps come from my own field recordings.
  • Save and load per chapter Old saves keep working as chapters change.
  1. 1

    Small actions. Visible changes.

    Carry a board, set a trap, lay a plank. Every task is short and the place answers: channels bridged, tides rising, water taking the ground back.

  2. 2

    Place before spectacle.

    No combat and no failure screens. The game is built from weathered wood, wet ground, brown water, weather and sound, so the player wants to stay and look.

  3. 3

    Care with culture.

    The setting is Melanau-inspired, not a claim of tradition. Cultural details are marked reference-pending until Melanau reviewers have checked them.

02 / Part 1

Six chapters, one return.

Each chapter is built around one everyday activity in one place. Pick one, or watch them all.

  1. 01First CrossingRead a broken walkway and choose the deck that holds.
  2. 02The Former HomeFind the loose weaving strip and finish the hat that was left unfinished.
  3. 03The Sago ShedCarry a log section to the shed and work it, step by step.
  4. 04Low TideBridge soft channels with boards, set the fish trap, and get the goods up before the water returns.
  5. 05Flood SeasonLift sacks to the high shelf, pull the boat to its post and lay the plank that holds.
  6. 06Return UpriverReach the house, hang the hat by the door and choose one thing to keep.
Walk through every chapterSix clips, six seconds each, no sound
01 / 06

First Crossing

Read a broken walkway and choose the deck that holds.

02 / 06

The Former Home

Find the loose weaving strip and finish the hat that was left unfinished.

03 / 06

The Sago Shed

Carry a log section to the shed and work it, step by step.

04 / 06

Low Tide

Bridge soft channels with boards, set the fish trap, and get the goods up before the water returns.

05 / 06

Flood Season

Lift sacks to the high shelf, pull the boat to its post and lay the plank that holds.

06 / 06

Return Upriver

Reach the house, hang the hat by the door and choose one thing to keep.

All clips are captures from the game in development (30 September 2026). Visuals, sound and balance are still changing.

Status

The project, in plain text.

The same facts as above, as a log. Nothing here is a promise.

project
BONEWATER
part_1
playable, 6 chapters
checks
1,315 automated, 17 suites
engine
Godot 4.8-dev7, GDScript
platform
PC, single player
sound
own field recordings, first listening pass done for Low Tide
culture
review pending
release
not announced
Press kit, from a terminal
curl -LO https://makautech.com/downloads/bonewater-press-kit.zip
AI-generated concept poster: a weathered timber jetty over brown river water leading to a raised wooden house, with jungle behind and an overcast sky. The title reads BONEWATER, First Crossing. Not gameplay.
AI concept art · not gameplay

Concept art

A poster for the first crossing.

This poster was generated with AI from my description of the mood: brown river water, a worn timber jetty, a raised house and heavy light. I use it to talk about the feeling of the game, not to show how the game looks.

  • Not gameplay. The real game is in the captures and clips on this page.
  • Not final. It is a mood study, and the roof, stilts and plants are not yet checked by Melanau readers.

See the real footage

03 / Under the hood

How it is made and checked.

Notes from the actual project, as of 11 October 2026.

  1. 01

    Systems

    First-person movement and interaction, carrying and placing, hold-to-act tasks, a rising tide and flood, and a save and load format per chapter that rejects bad data. Old saves keep working as chapters change.

  2. 02

    Environment

    Ground detail, mangrove roots, wet ripple troughs, rain and silt lines are built at runtime from small scripts, so a chapter can be re-dressed without hand-placing thousands of objects.

  3. 03

    Sound

    Water, insects, digging and footsteps on mud and leaves come from my own recordings on a coastal tidal flat. They are in the game now. Low Tide has had a first listening pass in play and one round of tuning; the other chapters are still to be listened to.

  4. 04

    Testing

    1,315

    automated checks across 17 headless suites run before changes are accepted, on Godot 4.8-dev7. They prove the wiring works, not how it feels: I judge look and sound myself in recorded playtests.

Technical sheet

Engine
Godot 4.8-dev7 (pre-release), Forward+ renderer
Language
GDScript
Camera
First person, 3D
Controls
Keyboard and mouse: WASD, mouse look, E interact, Esc pause
Environment
Ground, roots, ripples and rain detail built at runtime from small scripts
Audio
Original field recordings, processed and looped
Saves
One save format per chapter, validated on load
Quality
17 headless test suites, 1,315 checks (11 Oct 2026)

Part 1 design breakdown

ChapterPlaceCore action
1 First CrossingTimber landingTest the timber, then cross a damaged walkway
2 The Former HomeRaised house and stepsTake the weaving strip and finish the hat
3 The Sago ShedOpen-sided shedCarry a log and grate it (hold E)
4 Low TideTidal flatLay boards over soft channels, set the trap, move the goods before the tide
5 Flood SeasonFlooded deck and walkwayLift sacks, moor the boat, choose the plank that holds
6 Return UpriverYard and houseHang the hat by the door, choose one thing to keep

From concept to game

Drag to compare

A riverside timber walkway as it appears in the game today. Early concept illustration of the river and walkway mood. Not gameplay. Early concept study · not gameplay In the game today · real capture
I work with AI tools for code help, review and early concept art. I make the design decisions, test in the engine, and keep concept art and gameplay clearly labelled.

From Low Tide to Flood Season

Drag to compare

Chapter 5, Flood Season: a timber walkway over rising brown flood water toward a raised house, in rain. Chapter 4, Low Tide: a soft channel crossed with a board on the way to the landing. Chapter 4 · Low Tide Chapter 5 · Flood Season
Two chapters, two states of the water. Both are real captures from the game in development; they are different places, not the same camera position.

Case study

From a real tidal flat to the game’s ground and sound

The problem

The Low Tide flat needed to feel like a real place, not a generic stretch of mud.

What I did

  • Recorded water, insects and footsteps on a coastal tidal flat (30 September 2026).
  • Photographed the ground: mangrove roots and wet ripple troughs.
  • Processed and looped the recordings for the game.
  • Built the roots and ripple troughs in the engine at runtime from small scripts, so the flat can be re-dressed without hand-placing objects.

What changed

The recordings are now the game’s water bed, insect chorus and footsteps on mud and leaves. The Low Tide flat has new mangrove roots and wet ripple troughs.

Still open

Low Tide has had one listening pass in play and one round of tuning by ear. The other chapters have not. I judge look and sound myself in recorded playtests; the automated checks only prove the wiring works.

First-person view across a muddy tidal flat at low tide: a fishing line stake in the foreground, a bucket and a canoe further along the bank.
Low Tide in the engine today. Real capture.

Roadmap

Where BONEWATER is, honestly

  1. Done

    Part 1 plays start to finish

    Six chapters, from the first crossing to hanging the hat by the door.

  2. Now

    Look and sound

    Tuning the environment detail and the field-recorded sound, chapter by chapter.

  3. Next

    Playtesters and cultural review

    Looking for playtesters and for Melanau readers to review cultural details. Details stay marked reference-pending until then.

  4. Later

    More of the game

    Further parts are not announced. There is no release date and no promise beyond Part 1.

Listen

A sound sketch for the river

Generated ambience sketch · 20 seconds · loops. Soft water lapping with a few distant insects, made with a script written with AI help. It is not a field recording and it is not the game’s own mix; the game uses my recordings from a coastal tidal flat. Nothing plays by itself.

© 2026 Bryan Rozel. All rights reserved. Please do not redistribute without asking.

Development log

  1. A reel, with its own music

    A 20-second reel cut from the same 30 September recording, in 16:9 and 9:16. Its music is generated by a script for the reel; it is not the game’s sound, and the end card says so.

  2. Mangroves and a messier mud

    The river edge in Low Tide gained mangrove trees and ferns, and the mud flat gained fallen fronds, sticks and a faint wet film. The plant models were made in Blender by an AI assistant from AI concept sheets I wrote the prompts for; the plant choices stay provisional until Melanau readers have checked them. I have looked at it in the editor, not played it through.

  3. A shorter way across the mud

    Low Tide now has a raised stage at the water’s edge for the goods, two board shortcuts across the mud that go under as the tide rises, a dry walkway that stays open, and short steps up from each shortcut. Built and checked by automated tests; I have not judged how it plays yet.

  4. One engine, and a calmer Low Tide

    Development moved fully to Godot 4.8-dev7; the old stable 4.7.2 copy was dropped, so all 17 suites now run on one engine. After watching my own clip of Low Tide I changed it three times: hints come before answers, placing a board, stake, bucket or sack makes a soft sound made by a script rather than recorded, and the boards are carried in one trip. Goods and stakes can be done in either order.

  5. A sound for every memory

    Each chapter ends on a short memory. In Chapters 2 to 5 it used to appear in silence; all six now share the same short cue. Each memory also gained one more personal line. Built and checked by automated tests.

  6. Low Tide, tuned by ear

    Low Tide had its first listening pass in play. My notes: steps on the boards could not be heard, and mud and digging needed sounds of their own. The mud walk and the dig now come from my own recordings, the boards can be heard, the wind sits lower, and the water grows louder as the tide rises. The post that shows the water marks lost its floating label; the bar at the bottom names the two bands while you look at it.

  7. A newer engine, the same checks

    Development moved to a pre-release build of Godot 4.8. Every automated check passes on it and on stable Godot 4.7.2, which stays as the fallback.

  8. A tide you have to read

    Prototype for Low Tide: two water marks on a post, and two places to set the catch bucket. Set it on the low rest and the game explains that the water will reach it; set it on the raised rest and it stays dry. Nothing fails, and the camera turns to the landing as the tide comes in. It is built and checked by automated tests, but I have not judged it in play yet.

  9. A sound sketch and a concept poster

    I added a 20-second generated ambience clip, labelled as not a field recording, and an AI concept poster, labelled as not gameplay. The real game footage and my field recordings stay separate from both.

  10. A field trip becomes sound and ground

    I recorded water, insects and footsteps on a coastal tidal flat. They are now the game’s water bed, insect chorus and walking sounds on mud and leaves. The photos shaped new mangrove roots and wet ripple troughs on the Low Tide flat. Still to be listened to and tuned.

  11. A plank you have to read

    Prototype for Flood Season: two planks float at the gap, one waterlogged. Choose the wrong one and it sags and floats back. Nothing fails; you just try the other.

  12. The homecoming pass

    Chapter 6 rebuilt around the yard, the house and the hat by the door, with a keepsake to choose.

Sources

What you are looking at

Everything shown on this page, and how it was made. Real game material and concept material are kept apart.

On this pageWhat it isHow it was made
Gameplay video and six chapter clipsReal game footage No sound.One screen recording of the game running on my PC, 30 September 2026, cut into clips.
The 20-second reelReal game footage Generated musicFrames from the same 30 September 2026 recording, cut to a beat, with the game’s own on-screen text. The music is made by a script for the reel and is not the game’s sound.
Eight screenshotsReal game capturesSix are frames from that recording. Two are separate in-engine captures.
Sound in the gameMy own field recordings Not played on this page.Recorded on a coastal tidal flat on 30 September 2026, then processed and looped.
Concept study in the first comparisonConcept illustration Not gameplay.Made with AI tools.
Concept posterConcept art Not gameplay.Generated with AI from my description of the mood.
Sound sketchGenerated ambience Not a field recording.Made with a script written with AI help. The waveform in the player is measured from the file.

04 / Behind the work

Hello, I’m Bryan.

I’m interested in the way a place can carry a story: through its paths, its sounds and the things people leave behind.

BONEWATER is my ongoing independent game project. I direct it, gather the real-world reference, record the sound and judge every pass by playing it. I build with AI coding assistants, and the table below says where.

  • Game development
  • Godot / GDScript
  • Environment design
  • Field recording
  • Creative direction

The cast

One developer and three AI assistants. The assistants are tools I direct: they write, review and sketch, and the decisions stay mine.

Illustration of Bryan’s avatar, Yahujiki: a smiling man with glasses, a short beard and green field-recording headphones

Main role

Bryan Rozel “Yahujiki”

Director, developer and playtester

I set the rules, gather the real-world reference, record the sound, brief the assistants and play every pass. Nothing stays in the game until I have judged it.

  • Illustration of a small green and brown builder robot holding a wrench, standing for Codex

    AI assistant

    Codex

    Code writer

    Writes game code in turns and reviews the other assistants’ turns. Its work is tested, and I play it before it stays.

  • Illustration of a glowing lantern with a single eye, standing for Claude

    AI assistant

    Claude

    Code writer and reviewer

    Writes code in alternate turns and reviews the rest read-only, saying what is wrong before I decide. It also helps build this website.

  • Illustration of a camera whose lens is an eye, standing for Gemini

    AI assistant

    Gemini

    Concept images and second opinions

    Makes mood studies and reference images and gives observations. Reference only: it never makes design decisions.

The four illustrations are AI-made characters, not photographs. The assistants are tools, not team members.

Who did what

Part of the workWhoAn example from BONEWATER
Creative directionMineThe rules: no combat, no fail screens, short everyday tasks. A wrong plank sags and floats back, and you try the other.
Field recordingMineWater, insects, digging and footsteps recorded on a coastal tidal flat on 30 September 2026. They are the game’s water bed and walking sounds. Low Tide has had its first listening pass in play; the other chapters are next.
Place studyMy photos AI-assisted codeMy photographs of mangrove roots and wet ripple troughs shaped the Low Tide flat. The scripts that build them in the engine were written with AI help.
Gameplay code (GDScript)With AI coding assistantsThe tide, the plank choice and the save format are written with AI assistants from my briefs. I play each pass, send it back when it is wrong, and decide what stays.
Testing and judgementMine1,315 automated checks prove the wiring works. I judge how it looks and sounds in recorded playtests.
Concept artAI-generatedThe poster and the early river study are mood studies made with AI tools, and always marked as not gameplay.

Questions

Asked often, answered plainly.

Can I play BONEWATER?

Not publicly yet. Part 1 plays from start to finish on my PC, but no release date is announced. If you would like to playtest, use the contact form below.

Is it a real Melanau story?

It is Melanau-inspired, not a claim of tradition. Cultural details stay marked reference-pending until Melanau readers have checked them, and I am looking for readers to help.

Are the screenshots and clips real?

Yes. The chapter clips, and the screenshots taken from them, are from one recording of the game made on 30 September 2026. Two more screenshots are separate in-engine captures. Concept art is always labelled and kept apart.

Do you use AI?

Yes, for code help, review, early concept art and the script behind the sound sketch. I make the design decisions and test in the engine. The field recordings in the game are my own.

I want to write about the game. What do I need?

The press kit has the facts, screenshots and a ZIP download. For anything else, message me.

What happens to my message?

It is saved privately and emailed to me so I can reply. It is not used for marketing. The privacy notice has the details.

05 / A conversation starts here

Have something in mind?

Playtesting, a cultural review, writing about the game or making something together: tell me what you have in mind.

  • Playtesters
  • Melanau readers for cultural review
  • Writers and press
  • Creative collaboration

Paid services are not offered yet. An enquiry is not a booking or a commitment.

Prefer to chat?Message Bryan on WhatsApp: +60 12-838 0194
WhatsApp

Your message is saved privately and emailed to Bryan so he can reply. It is not used for marketing.

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