Bob vs Horde
One man… endless zombies…
Our first release — a casual zombie-survivor where Bob, a hapless office worker, levels up from nobody to legend, collecting and upgrading increasingly absurd weapons to hold back the horde.
- Android
- Released
Seneku Design
We're a small independent studio with a simple rule: if the core of a game isn't fun early, it doesn't get made. Vectorhythm was fun almost from the first prototype, and everything since has been tuning and building on that. It's a neon survivors roguelite built inside its own soundtrack, and it's coming to Steam. Whatever we make after it will probably look nothing like it. The rule stays the same.
Now in development — free demo on Steam
A rhythm survivors roguelite. Dodge the swarm, fire on the beat, and hit harder the tighter your timing gets.
Also from Seneku
One man… endless zombies…
Our first release — a casual zombie-survivor where Bob, a hapless office worker, levels up from nobody to legend, collecting and upgrading increasingly absurd weapons to hold back the horde.
A descending duel of two clocks.
Our GMTK 2026 Game Jam entry. You and an AI opponent each hold a timer that doubles as your health, draining only on your own turn. Play any card and the other side must answer strictly lower or pass and eat the penalty — while the suits decide whether you hit, heal or raise a shield. Pick a class, drain their clock to zero, and don't run out first. Playable in your browser.
An incremental game about appeasing a very hungry hole.
A prototype built to test one loop: the pit's hunger climbs whatever you do, and sating it only makes it grow back hungrier. Feed it slimes, spend the goo on skill grids, and find out how long you can keep the thing happy. Dark humour, bright cartoon slimes, playable in your browser.
Every project here starts as a scrappy prototype of one interaction. If dodging, firing, or timing something isn't fun on its own, more content won't save it. Vectorhythm started as a bare prototype of firing to a beat — fun from the start, and every week since has gone into tuning and building on exactly that.
We don't reinvent engines. We build on Godot now, with Unreal lined up for later, and put the effort into what actually makes the game: the beat-charting pipeline, the swarm systems, the tools that let us move fast.
About
Seneku Design is a one-man indie game studio, backed by almost 20 years in the AAA games industry — with credits on titles including Battlefield, Star Wars Battlefront, Mad Max and Samson. The studio is a personal project: we make the games we actually want to make, and we make sure the fun factor and the hook are there for everyone to enjoy.