Highstreet Calamity
VR / PCSenior Engineer · Highstreet
NocturnForge · Independent studio
Simulation, RPG, arcade-idle, hypercasual, puzzle: the genre changes, the engineering bar doesn't.
Flagship
Customers walk in with packages. You carry them out. Somewhere between those two things, the day gets away from you.
Delivery is where it starts. From there it opens up: vehicles that crash and throw you across the road, gangs leaning on your office, police who chase you, cargo you probably shouldn't be carrying, staff on payroll, and cities to expand into. All of it co-op.
A physics-driven co-op sandbox wearing a delivery uniform. Stylized and funny, in the spirit of Schedule I.
Trailer
Playable today
What's playable right now is a polished single-player build of the core loop below. Everything under Roadmap is direction, not a current feature. Co-op and vehicle physics are next.
Every delivery starts here. Customers walk in with packages of every size, prepaid or cash on delivery, same-city or across town, and you decide when to head out.
Carry capacity is limited by your hands: two one-handed packages, or one two-handed. No canned animations. A real-time rig-priority system, built on Unity's Animation Rigging, works out the correct grip from each object on the fly. It is not a carrying feature: the same system drives the bicycle, the cash register, and the office PC, on the player and on every NPC in the world.
A live map tracks the city and lays out the route to every delivery, so you're always moving, never guessing.
Faster bikes and scooters. Backpacks that scale from 3 packages to 7. Every upgrade paid for with delivery earnings, not handed out for free.
Expand by opening an office in another city. A pickup truck collects everything bound elsewhere at day's end, and a second desk app runs the job in reverse: pick up from a customer's home, and send it out the same way.
Every character, player and NPC alike, runs on one modular system. NPCs generate their own look dynamically, so no two are alike.
The city runs on its own clock. Day turns to night, weather shifts, and traffic keeps moving whether you're watching or not.
Roadmap
None of this is built yet. It is the direction the game is being taken in: a stylized, physics-driven co-op sandbox rather than a grounded simulator.
The feature the rest of the design is shaped around. Run the whole operation with friends: every system here is better with more hands in it.
Crash a bike, a car or a truck and you're ejected, ragdolled, hospitalized, with the bill that comes with it. Your cargo goes with you, scattered in proportion to the impact. Seatbelts change the odds.
Cars, small trucks and motorbikes alongside the bikes and scooters, all of them carrying cargo, so routing turns into load planning. Fuel stations and repairs. A driving exam played arcade rather than realistic, and licence-gated air freight.
Gangs pay well for freight nobody wants declared, and the best-paying clients do not want a parcel shipped so much as to be the parcel. Refuse and they come for the office. Take the job and the police take an interest.
Hire counter staff, delivery staff, and security if you would rather not handle the gangs yourself. Daily salaries against the takings. Banking brings loans and debt, and shops for everything the job needs.
Pedestrians filling the streets. A phone that pulls jobs off the desk and onto the road. Player-facing customization exposing the character system underneath. More cities after that.
What we make
The edge isn't size. It's systems built to grow without buckling.
Mobile, PC, and VR, including a VR/PC multiplayer title built on DOTS/ECS.
Simulation, RPG, arcade-idle, hypercasual, puzzle. Five genres, held to one engineering standard.
Player layers on character, backpack on item, each owning its scope and never reaching up. The complexity is what comes out of the stack, not what goes in.
Nothing is welded to one game. Each title hands its systems to the next, so a small studio ships at a pace that does not match its size. The tech is an asset, not a sunk cost.
Automated test infrastructure and CI/CD build pipelines, not manual builds and hope.
A full mobile monetization and live-ops stack, shipped and operated, not theorized.
Founder
Enes Sahin Founder & Lead Engineer · Senior Unity Engineer
NocturnForge is led by Enes Sahin, a senior Unity engineer (systems, multiplayer, VR) who has built games since age 13 and shipped across mobile, PC, and VR, including a VR/PC multiplayer title. The edge is engineering: architecture built to scale, not just a prototype that demos.
B.Sc. Computer Engineering, Yıldırım Beyazıt University (2017–2021) · English · Arabic · Turkish
Builds are shared privately with publishers on request.