Bryan Rozel
First-person view along a timber walkway over flood water toward a raised wooden house, with rain on the water. A real in-engine capture.

BONEWATER · Part 1 playable · In development

Quiet games about everyday places.

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

Flood Season, Chapter 5 Real capture from the game in development

Part 1
6 chapters, start to finish
Tested
659 automated checks, 17 suites as of 30 Sept 2026
Built with
Godot 4.7 GDScript, PC
Team
1 developer, AI-assisted tools

01 / The game

Featured project In development

BONEWATER

BONEWATER

A return toward home.

A calm first-person 3D game in a Melanau-inspired riverside setting in Sarawak. Raised timber routes, changing water and ordinary tasks guide the journey through six chapters.

Built in Godot. Cultural details remain subject to human review. The game is in development; no release date is announced.

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-engine capture
  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. Scroll through them.

BONEWATER · Chapter 1 · First Crossing
First-person view of a timber landing with a gap and planks, the first crossing. A raised timber house on stilts with steps and a clay jar beside it. An open-sided shed with palm leaves above and log sections on the ground. A muddy bank at low tide with a board carried in hand, ready to lay across a soft channel. A timber deck over rising brown flood water with rain falling and a sack waiting to be lifted. A path through green grass toward a raised house with a canoe on the bank and a woven hat on the post.

Captures from the game in development, 30 September 2026. Visuals, sound and balance are still changing.

  1. 01

    First Crossing

    Read a broken walkway and choose the deck that holds.

    First-person view of a timber landing with a gap and planks, the first crossing.
  2. 02

    The Former Home

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

    A raised timber house on stilts with steps and a clay jar beside it.
  3. 03

    The Sago Shed

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

    An open-sided shed with palm leaves above and log sections on the ground.
  4. 04

    Low Tide

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

    A muddy bank at low tide with a board carried in hand, ready to lay across a soft channel.
  5. 05

    Flood Season

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

    A timber deck over rising brown flood water with rain falling and a sack waiting to be lifted.
  6. 06

    Return Upriver

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

    A path through green grass toward a raised house with a canoe on the bank and a woven hat on the post.

03 / Under the hood

How it is made and checked.

Notes from the actual project, as of 30 September 2026.

Systems

Everything the player touches is wired and saved.

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.

Testing

659

checks across 17 headless suites run before changes are accepted.

They prove the wiring works, not how it feels. I judge look and sound myself in recorded playtests.

Sound

Recorded on a real tidal flat.

Water, insects, digging and footsteps on mud and leaves come from my own recordings. They are in the game now and still being tuned by ear.

Environment

Re-dress a chapter without hand-placing thousands of objects.

Ground detail, mangrove roots, wet ripple troughs, rain and silt lines are built at runtime from small scripts.

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.

Development log

  1. 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.

  2. 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.

  3. The homecoming pass

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

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 guide its creative direction, gather real-world reference, and work through the practical details of gameplay, environment and sound.

This portfolio documents that process honestly: experiments, decisions and work still taking shape.

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

05 / A conversation starts here

Have something in mind?

Tell me about your project or your interest in BONEWATER. I’m also looking for playtesters and for Melanau readers who could review cultural details.

Service offerings and availability are being finalised. An enquiry is not a booking or a commitment.

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