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Project EnceladusEventsMeet the Team
In-game event

Meet the Team

Project Enceladus · published 9 Jun 2025, 20:37 UTC

All eventsPlayers around this dateRead on Steam

We’ve been sharing updates on the game itself — but not much about the people building it yet. So here’s a proper introduction to the small team behind Project Enceladus!

Where it all began...

Before we ever opened Unreal Engine, or built puzzles, or placed a single light in the hangar —
Project Enceladus began years ago as a world inside my head.

I’ve always loved sci-fi and games. And over time, I started imagining a place — part memory, part story, part simulation.


At different times, I wanted to turn it into a novel, or run it as a roleplaying world with friends.
But the vision kept evolving — slowly, quietly — until I finally had the tools to bring it to life as a game.

This project started as a deeply personal challenge:

  • To build something from scratch.

  • To give shape to the world I had in my head.

  • To learn, create, and tell a story through puzzles, mood, and space.

Today, that world is becoming real — and it’s called Project Enceladus.

– Tomi

Tomi – Coding, Game Design, Direction, Music & SFX, and everything in between

Tomi is an experienced C++ developer with a background in Unreal Engine, and the original one-man band behind the project.

He’s worked on R&D projects using Unreal and C++, and developing a game became a creative breakout from the everyday technical grind — a space to experiment, tell stories, and build something personal.

He began with a clear goal: to build something from scratch, learn every part of the process, and grow through doing — from code and tech to art, music, and marketing.

You’ve probably noticed our team doesn’t really have a studio name — that’s because it wasn’t planned as a team project. But after a year of hard work, the game started gaining unexpected attention, and the solo effort quietly evolved into a passionate indie collaboration.

Guci Dávid – 3D Generalist, Cinematic Motion & Visual Aesthetics

A 3D generalist with a background in cinematic motion work, Guci first helped out occasionally — jumping in when Tomi needed support with custom models or design tasks.

Comfortable in both Blender and Unreal, and with a strong eye for mood and visual effect, he quickly became more than just an extra hand.

Guci was the first addition to the team — bringing style, structure, and visual depth to the project when it needed it most.

FZoli – A Bit of Level Design, Support, Testing & Communication

The latest addition to the core team, Zoli started out as one of the many friends and coworkers who playtested early builds — spotting bugs, sharing thoughts, and brainstorming ideas with Tomi.

One thing led to another, and that casual feedback turned into deeper collaboration. Today, Zoli helps with level design, contributes ideas and direction, and supports the project through testing, posts, and web content.

While still learning Unreal, he’s an experienced Unity developer with a strong background in game design, graphics, and shader programming — universal skills that come in handy on this Unreal project from time to time.

And a Thank You

While this is the core team, we’ve been lucky to have many others support the project along the way — from friends and fellow developers who joined early playtests, to those who shared ideas, gave feedback, or just cheered us on.

Your input has helped shape Project Enceladus more than you might think — so thanks for being part of the ride.

Why We’re Making This

We’re a small team with a shared goal — one we didn’t even realize at first: we all just love puzzle games.

We’ve always admired games that tell stories through gameplay, where tone and design work hand in hand. Titles like Portal were early inspirations — not just for their puzzles, but for how they balanced atmosphere, pacing, and interaction.

Our aim is to create something that feels quiet through its puzzles, but intense as the story unfolds — a thoughtful, immersive experience that leaves space for the player to lean in.

Right now, we’re deep into Chapter I development, building on the tone and systems shaped during the Prologue.

Thanks for following our journey — more soon!


– The Dev Team

More from Project Enceladus

Other announcements

All events
In-game event5 Jun 2026Development UpdateChapter I — Done Chapter I is complete. That's the honest summary — but what "complete" actually means here took considerably longer to get right than expected. The biggest technical overhaul this chapter received was to the telekinesis system. The previous implementation relied on Unreal Engine's built-in PhysicsHandle grab — it worked, but it never felt right. Objects didn't respond naturally…In-game event30 Dec 2025Thank youHey everyone! 2025 has been an incredible year for Project Enceladus, and I wanted to take a moment to share where we're at. What's Been Accomplished This year, the game has transformed from early prototypes into something real. The game now has 5 fully playable levels , Chapter I. with the Prologue are nearly complete. Every placeholder asset has been replaced with final models, new mechanics…In-game event1 Nov 2025What’s New – Autumn Dev UpdateA lot has happened since our last update in July. Tomi has been hard at work expanding Project Enceladus, creating new things and reworking some old ones, and today we'd love to share some of the progress that's been made across level design, puzzle systems, and gameplay flow. Leveling Up The modular level-building workflow has evolved significantly. New rooms now feature more verticality and l…