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deepnight.itch.io

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What is Deepnight Games?

Deepnight Games is the one-man indie game studio of Sébastien Benard, a lead developer and game designer on Dead Cells, founded in 2020. Its itch.io page is a catalogue of his own small-to-mid-sized games, experiments and tools, most playable in the browser, alongside a few titles he worked on with others.

What you'll find there

  • Finished commercial games — Nuclear Blaze, a firefighting action game set in an SCP-style facility.
  • Free browser games — short, idea-driven pieces such as Memento XII (a point-and-click adventure confined to one prison cell), Fort Loop, Zero Volt X, Sub Dragon and Cats are assholes.
  • Prototypes and experiments — a Dungeon Master-style engine demo, a 48-hour game jam entry (Tenjutsu 48h), and Petit Tracteur Bleu, made for his two-and-a-half-year-old son.
  • Tools for other developers — LDtk, a 2D level editor for indies, and a tabletop RPG map editor.
  • Collaborations — Badass Inc., a point-and-click action game made with Motion Twin.

Who it's for

Players who like compact, mechanically curious games and don't mind browser-based play will find plenty to sample for free. Indie developers are a second audience: LDtk in particular is aimed at people building 2D games who want a level editor from someone with shipped commercial experience. If you're looking for a large, polished library in one genre, this scattered catalogue is less of a fit.

A practical next step

Start with Nuclear Blaze if you want the fullest expression of the studio's design work, or open Memento XII in the browser for a free taste of the puzzle-adventure style. If you make games, look at LDtk separately from the games — it's a tool, not a title, and worth judging on its own terms.

Benard also publishes development notes and project news on his official site, Deepnight, which is the better place to follow work in progress than the itch.io profile alone.

Who is Sébastien Benard and how does his work on Dead Cells connect to Deepnight Games' games?

Sébastien Benard is a French game designer and developer, identified on the Deepnight Games page as the Dead Cells lead developer and game designer. He founded Deepnight Games in 2020 as a one-man indie studio, and the page describes it as "a one-man indie game studio founded in 2020 by the Dead Cells lead dev and game-designer, Sébastien Benard." Deepnight Games

What the connection actually is

The link to Dead Cells is a credentials and design-lineage connection, not a shared universe or ongoing franchise work. Dead Cells is a Motion Twin title; the Deepnight page lists it only through Benard's role, and separately credits Motion Twin for Badass Inc. under "Games I've worked on." So two things sit side by side: his past studio work and his own studio's catalogue.

What carries over is design sensibility rather than content. Dead Cells is known for tight action combat, fast retries and run-based structure. On the Deepnight page you can see adjacent interests in fast, replayable, systems-driven action:

  • Nuclear Blaze — firefighting inside an SCP-style facility, an action premise built around hazard management rather than fighting enemies.
  • Zero Volt X — managing ship power distribution while dodging dense bullet patterns, a resource-tension idea close to the risk/reward decisions in roguelike combat.
  • Sub Dragon — a shooter with two sides, one invincible and one armed, a small mechanical twist in the Dead Cells spirit.
  • Fort Loop and Memento XII — puzzle and point-and-click experiments, showing the studio is not confined to action.

The other thread: tools for other developers

Benard's most direct influence on other games is LDtk, a 2D level editor described as "for indies from an industry veteran." For a solo developer building a level-based action game, this is often the more relevant part of his output: the same design experience packaged as a workflow tool rather than a game. A practical next step if you are evaluating the studio is to decide which you need — playable games or production tooling — and start there; Nuclear Blaze is the most direct showcase of the action-design lineage, while LDtk is the one that changes how you build your own project.

Which Deepnight Games titles can I play for free in the browser, and which require payment?

Most Deepnight Games titles on the itch.io page are free to play in the browser. The clearest paid item shown is Nuclear Blaze, listed at $9.99. LDtk is a tool rather than a game, so treat it separately from the free/paid game split.

Free browser games on the page

These are marked "Play in browser" without a price:

  • Memento XII — a point-and-click adventure set in a single prison cell
  • Tenjutsu 48h — a short action game
  • Dungeon Crawler — an experimental Dungeon Master-style engine
  • Petit Tracteur Bleu — made for the developer's young son
  • Fort Loop — a puzzle game about escaping a looping castle
  • Dumber Dwarves — a dungeon crawler where you can't control the adventurers
  • Sub Dragon — a shooter inspired by Saint Dragon on Atari ST
  • Sabotage — an action game
  • Nightclub showdown — fast turn-based action
  • Cats are assholes — a strategy game
  • Zero Volt X — a bullet-heavy shooter about managing ship power
  • Lost in Pandation — a short snow survival game

Paid

  • Nuclear Blaze — $9.99, described as firefighting in an SCP-style facility

Other items

  • LDtk — a 2D level editor for indie developers, not a game to play.
  • Badass Inc. — listed under "Games I've worked on" and credited to Motion Twin, so it sits outside the Deepnight Games catalogue proper.
  • Tabletop RPG Map editor II — a map-making app, not a game.

A practical next step: if you want a quick taste of the studio's design style, start with a short browser game such as Fort Loop or Memento XII. If you enjoy action with a stronger production feel, Nuclear Blaze is the one to budget for. Keep in mind that browser games are best for short sessions, while a paid title like Nuclear Blaze is the better fit if you want a fuller, longer experience.

How can I use LDtk to build levels for my own indie game?

LDtk is a 2D level editor aimed at indie developers, offered by Sébastien Benard's one-man studio Deepnight Games (the Dead Cells lead dev). The practical path is: design a level in LDtk, export its data as JSON, and have your game engine read that file to spawn tiles, entities and collision at runtime. LDtk is editor-and-data only — it doesn't run your game — so the real work is the importer you write on the engine side.

A concrete starting workflow

  1. Sketch a small test level in LDtk using one tileset and a couple of entity types (player start, enemy, door).
  2. Export the project and open the JSON to see how layers, tile grids and entity fields are structured.
  3. Write a loader in your engine (Unity, Godot, GameMaker, custom) that reads layers and instantiates entities from their field values.
  4. Iterate: add auto-layers or rule-based tile placement once the basic import is stable.

Who it suits, and the trade-offs

  • Suits: 2D teams who want a dedicated editor separate from the engine, reusable entity definitions with typed fields, and a data format they control.
  • Trade-offs: you own the import code and any tooling around it; there's no built-in runtime, so engine integration effort is on you. If you prefer everything inside one editor, an engine-native tilemap may be simpler.

The page also lists the studio's own games (Nuclear Blaze, Memento XII, and others) built with these tools — useful as reference points for what a small-team 2D pipeline can ship.

Next step: build the smallest possible level-to-engine round trip before committing to a full project, so integration surprises surface early. For engine-specific importers and format notes, check the official LDtk documentation at LDtk and the studio's site Deepnight.

What is Nuclear Blaze like as a firefighting action game set in an SCP facility?

Nuclear Blaze is a fast, arcade-style firefighting action game: you play a firefighter working through a facility in flames, and the SCP framing supplies the setting and the sense of an anomalous containment site rather than a realistic fire-safety simulation. The listing on Deepnight Games places it under Action and describes it as "Firefighting in a SCP facility"; it is a paid title rather than a browser demo like several other games on the same page.

What that combination implies in play

  • Firefighting as the core verb. Expect water management and advancing through burning rooms to be the main loop, with the fire itself as the obstacle to push back rather than enemies to shoot.
  • Short, replayable arcade pacing. The studio's catalogue leans toward compact, high-score or quick-session designs; Nuclear Blaze fits that pattern better than a long narrative campaign.
  • Setting as flavour and tension. The SCP facility gives you corridors, containment rooms and a reason for the fire to feel wrong, but the game's identity is firefighting action, not horror investigation.

Who it suits

Players who like tight action games with a single clear mechanic, and who enjoy the joke of a mundane job dropped into a weird facility. If you want a realistic firefighting sim with equipment procedures and civilian rescue management, this is not that. If you want something you can finish in an evening and replay for better runs, it is a good fit. Sébastien Benard's background as lead developer and designer on Dead Cells is the relevant signal: expect responsive controls and combat-adjacent pacing applied to hoses and flames.

A practical next step

Watch a few minutes of unedited gameplay and check two things: how the water resource is limited, and whether the SCP elements change the rules or only the scenery. That tells you quickly whether it is the arcade challenge you want or a mood piece. For context on the developer's other work, including the free browser games and the LDtk level editor, see Deepnight Games and the studio's official site at deepnight.net.

What kind of games has Sébastien Benard worked on beyond Deepnight Games, such as Badass Inc. with Motion Twin?

Sébastien Benard's work outside the Deepnight Games label is best known through Badass Inc., a point-and-click action game made with Motion Twin in which you play a chain-smoking cat working as a contract killer. It sits at the opposite end of the spectrum from his solo studio output: a collaborative, studio-produced title with a comic noir tone and action-driven point-and-click mechanics, rather than the small experimental prototypes he publishes under Deepnight.

His wider catalogue is unusually broad for a single designer, and the Deepnight page itself shows the range he works across:

  • Action and arcade: Nuclear Blaze (firefighting in a containment-style facility), Sub Dragon (a Saint Dragon–inspired shooter with a shielded and an armed side), Zero Volt X (power management under bullet-hell pressure).
  • Puzzle and adventure: Memento XII (a point-and-click confined to one prison cell), Fort Loop (escape a looping castle), Lost in Pandation (short survival).
  • Experimental and playful: Dungeon Crawler (a Dungeon Master engine experiment), Dumber Dwarves (a crawler where you can't control the adventurers), Cats are assholes, and Petit Tracteur Bleu, made for his two-and-a-half-year-old son.
  • Tools: LDtk, a 2D level editor for indie developers, and a tabletop RPG map editor.

What this tells you as a player or developer

If you're coming from Dead Cells (where he was lead developer and game designer), Badass Inc. is the closest thing to a commercial, authored action game in this list, and it shows the Motion Twin-era craft behind the solo work. If you're interested in design process, LDtk and the Dungeon Master engine experiment are more instructive than any single game: they show how he builds the tools and constraints first, then makes small games inside them.

A practical next step: browse the full catalogue on Deepnight Games and filter by genre, then compare a jam-scale piece like Fort Loop with a polished release like Nuclear Blaze to see how the same designer scales scope. For the Motion Twin side, check Motion Twin directly rather than relying on storefront listings.

Related questions

More questions →
Which Deepnight Games titles can I play in the browser on itch.io?

On the Deepnight Games itch.io page, most listed titles are marked Play in browser, so you can launch them without downloading anything. The clear exceptions are Nuclear Blaze, which is listed at $9.99, and LDtk level editor, which is a tool rather than a game. The page does not state that browser play requires an account or login, so treat that as unconfirmed rather than free-and-open.

Browser-playable titles listed on the page

The following games are each marked “Play in browser” on the studio page:

Title Listed genre Page description
Memento XII Puzzle A strange point-n-click adventure in a single prison cell
Tenjutsu 48h Action “They're dead, but they don't know it yet.”
Dungeon Crawler Adventure Experimental Dungeon Master engine
Fort Loop Puzzle Escape the looping castle!
Dumber dwarves Adventure A dungeon crawler where you can’t control the adventurers
Sub Dragon Action A shooter inspired by Saint Dragon on Atari ST
Sabotage Action Colonel Hubert on duty!
Tabletop RPG Map editor II — Easy to use app to create beautiful maps
Nightclub showdown Shooter Super fast turn-based John Wick!
Cats are assholes Strategy Feed me, hooman!
Zero Volt X Shooter Manage ship power distribution while avoiding bullets
Lost in Pandation Adventure A short survival game with a panda and lots of snow
Petit Tracteur Bleu — A game for my 2.5-year-old son

Badass Inc. appears under “Games I've worked on” and is credited to Motion Twin, not Deepnight Games; it is also marked “Play in browser.”

What is not browser-playable

  • Nuclear Blaze — shown with a $9.99 price and described as “Firefighting in a SCP facility.” The page does not show a browser-play label for it.
  • LDtk level editor — a 2D level editor for indies, not a game. The page does not mark it as browser-playable.

How to check a specific title

  1. Open the Deepnight Games page on itch.io.
  2. Find the game card.
  3. Look for the Play in browser label under the title.
  4. If the label is absent, open the game’s own page to see its available options.

The studio page is a catalog, not a guarantee: a title can be listed there without browser play, as Nuclear Blaze shows. Use the label on each card as the deciding signal.

A note on the studio

Deepnight Games is described on the page as a one-man indie studio founded in 2020 by Sébastien Benard, the Dead Cells lead dev and game designer. That context helps explain the mix of small experimental browser games and a paid release like Nuclear Blaze.

What Games and Projects Has Deepnight Games Released?

Deepnight Games is a one-man indie studio founded in 2020 by Sébastien Benard, the lead developer and game designer behind Dead Cells. Its itch.io page lists a mix of browser-playable games, downloadable titles, and development tools. Most games can be played directly in the browser; Nuclear Blaze is the one title with a listed price ($9.99), while the rest are presented without a price on the page.

Games on the itch.io Page

Title Genre How to Play Notes
Memento XII Puzzle / point-and-click adventure Play in browser "A strange point-n-click adventure in a single prison cell"
Tenjutsu 48h Action Play in browser A 48-hour game jam project
Dungeon Crawler Adventure Play in browser Experimental Dungeon Master engine
Nuclear Blaze Action Listed at $9.99 Firefighting in an SCP facility
Petit Tracteur Bleu — Play in browser Made for the developer's 2.5-year-old son
Fort Loop Puzzle Play in browser Escape a looping castle
Dumber Dwarves Adventure Play in browser Dungeon crawler where you can't control the adventurers
Sub Dragon Action Play in browser Shooter inspired by Saint Dragon on Atari ST
Sabotage Action Play in browser —
Nightclub showdown Shooter Play in browser Fast turn-based action in a John Wick style
Cats are assholes Strategy Play in browser —
Zero Volt X Shooter Play in browser Manage ship power while dodging bullets
Lost in Pandation Adventure Play in browser Short survival game with a panda and lots of snow

Tools and Other Projects

Beyond games, the page includes two non-game projects:

  • LDtk level editor — a 2D level editor for indie developers, described as coming "from an industry veteran."
  • Tabletop RPG Map editor II — an app for creating tabletop RPG maps.

There is also a "Games I've worked on" section listing Badass Inc., a point-and-click action game with a chain-smoking cat as a contract killer, credited to Motion Twin and playable in the browser.

What to Expect

The catalog spans point-and-click adventure, action, puzzle, shooter, strategy, and experimental projects. Several entries are clearly small-scale or personal experiments — a game jam build, a game made for a toddler, and an experimental engine — so the page reads more like a working portfolio than a polished storefront. If you want the most substantial title, Nuclear Blaze is the standout with a listed price; if you want to sample the studio's range quickly, the browser-playable puzzle and action games are the easiest entry point.

What Is LDtk by Deepnight Games?

LDtk is a 2D level editor for indie game developers, listed on the Deepnight Games itch.io page as "2D level editor for indies from an industry veteran." It is a development tool rather than a playable game, so it is relevant to you only if you are building a 2D game and need a dedicated environment for designing levels. The page describes it in one line and does not detail its feature set, supported engines, or licensing, so treat those specifics as things to confirm on the tool's own page before committing.

Where LDtk sits in the Deepnight catalog

The Deepnight Games itch.io page mixes two kinds of entries: playable games and development tools. LDtk belongs to the second group, alongside the Tabletop RPG Map editor II. Everything else listed — Memento XII, Tenjutsu 48h, Dungeon Crawler, Nuclear Blaze, Fort Loop, and the rest — is a game you can play, most of them in the browser.

That distinction matters when you are browsing the page. If you arrived looking for something to play, LDtk is not that. If you arrived as a developer, it is the one entry on the page aimed at your workflow.

Entry Type What the page says
LDtk Development tool 2D level editor for indies from an industry veteran
Tabletop RPG Map editor II Development tool Easy to use app to create beautiful maps
Nuclear Blaze Game (paid, $9.99) Firefighting in a SCP facility
Memento XII Game (browser) A strange point-n-click adventure in a single prison cell
Fort Loop Game (browser) Escape the looping castle!

Who it is for

The page's phrasing — "for indies" and "from an industry veteran" — signals the intended audience rather than a feature list. In practice, LDtk is worth a look if you are:

  • A solo developer or small team building a 2D game who needs a level editor separate from your engine.
  • Comfortable evaluating tools yourself, since the itch.io listing gives you a description but not a tutorial, changelog, or compatibility matrix.
  • Looking for a map or level authoring tool rather than a full game engine — LDtk is presented as an editor, not a runtime.

It is probably not the right starting point if you need a tool with a documented onboarding path visible from the itch.io page alone, or if your project is 3D.

What the page does and does not tell you

The listing confirms three things: LDtk exists, it is a 2D level editor, and it comes from Sébastien Benard's studio. The page does not state a price, a license, supported export formats, or which engines can read its output. Because no pricing signal appears for LDtk on the page, do not assume it is free — check the tool's own page for its terms.

For anything beyond that one-line description, go to the LDtk entry itself on itch.io rather than the studio profile, and use the official website link listed on the profile if you want release notes or documentation.

A practical way to decide

If you are weighing LDtk against building levels directly in your engine, the deciding question is whether a standalone editor earns its place in your pipeline. A concrete test: take one small level from your current project and try to rebuild it in LDtk, then check whether the exported data fits how your game loads levels. If the round trip works, the tool has proven itself for your case. If the itch.io page does not give you enough to attempt that, the tool's own documentation is the next stop — not the studio profile, which is organized around showcasing projects rather than supporting them.

For context on the studio behind the tool, the page identifies Deepnight Games as a one-man indie studio founded in 2020 by Sébastien Benard, the Dead Cells lead dev and game designer.

What Is Deepnight Games on itch.io?

Deepnight Games is the itch.io home of a one-man indie studio founded in 2020 by Sébastien Benard, the lead developer and game designer of Dead Cells. The page hosts his catalog of small games, experiments, and tools — many playable directly in the browser — plus links to his official website and social channels for updates.

Who is behind it

The studio is a solo project. The page describes it as "a one-man indie game studio founded in 2020 by the Dead Cells lead dev and game-designer, Sébastien Benard." If you're here because of Dead Cells, that's the connection: this is the same designer working on smaller, self-published projects.

What's on the page

The catalog mixes finished commercial games, free browser experiments, and development tools. A sample:

Title What it is Format
Nuclear Blaze Firefighting in an SCP-style facility Paid ($9.99)
LDtk 2D level editor for indies Tool
Memento XII Point-and-click adventure set in a single prison cell Play in browser
Tenjutsu 48h A 48-hour game jam entry Play in browser
Dungeon Crawler Experimental Dungeon Master engine Play in browser
Petit Tracteur Bleu A game made for his 2.5-year-old son Play in browser
Fort Loop Escape a looping castle (puzzle) Play in browser
Zero Volt X Manage ship power while dodging bullets Play in browser

The page also lists Badass Inc., a point-and-click action game credited to Motion Twin, under "Games I've worked on" — a separate section from his own studio releases.

How to use the page

  1. Browse the grid of titles; each card shows the genre tag and whether it's playable in the browser.
  2. Click a title to open its store page for description, screenshots, and download or play options.
  3. Check the price on the card — Nuclear Blaze shows $9.99, while browser games are listed without a price.
  4. Follow updates via the linked official website (deepnight.net), Mastodon, Twitter, or Discord.

What to expect

  • Small, varied projects. The catalog ranges from jam experiments to a polished commercial release, so quality and scope differ by title.
  • Browser-first for many games. Puzzle, action, and adventure experiments can be played without installing anything, which makes the page easy to sample.
  • Tools as well as games. LDtk is a standalone level editor aimed at other indie developers, not a game.
  • One paid title visible. Nuclear Blaze is the only item on the page with a listed price; the rest are presented as browser-playable or tools. Check each title's page for its own terms.

If you want to see what the Dead Cells designer does outside that game, start with the browser-playable experiments; if you want a fuller commercial experience, Nuclear Blaze is the standout paid release.

Are Deepnight Games titles free or paid on itch.io?

Most Deepnight Games titles on itch.io are playable in the browser with no price shown, while Nuclear Blaze is the one title on the page listed with a price: $9.99. The page does not state pricing for every game, so treat "no price shown" as "not confirmed free" and check each game's own page before you plan around it.

What the page shows

Title Listed price How it's presented
Nuclear Blaze $9.99 Action; firefighting in an SCP facility
Memento XII None shown Puzzle, play in browser
Tenjutsu 48h None shown Action, play in browser
Dungeon Crawler None shown Adventure, play in browser
LDtk level editor None shown 2D level editor for indies
Petit Tracteur Bleu None shown Play in browser
Fort Loop None shown Puzzle, play in browser
Dumber dwarves None shown Adventure, play in browser
Sub Dragon None shown Action, play in browser
Sabotage None shown Action, play in browser
Tabletop RPG Map editor II None shown Map-making app
Nightclub showdown None shown Shooter, play in browser
Cats are assholes None shown Strategy, play in browser
Zero Volt X None shown Shooter, play in browser
Lost in Pandation None shown Adventure, play in browser
Badass Inc. None shown Point-and-click action, by Motion Twin

How to decide what to try

  1. Start with the browser games. Titles marked "Play in browser" are the lowest-commitment way to sample the studio's range — puzzle, action, shooter, and adventure all appear here.
  2. Check the individual game page before assuming anything is free. The studio page lists a price only for Nuclear Blaze; it doesn't label the others as free, so a quick look at each page settles it.
  3. Treat Nuclear Blaze as the paid pick. At $9.99 it's the clearest purchase decision on the page, and it's a finished action game rather than a jam experiment.
  4. Look at the tools separately. LDtk and Tabletop RPG Map editor II are utilities for making games and maps, not games to play — judge them on what they produce, not on playtime.

Context worth knowing

Deepnight Games is a one-man studio founded in 2020 by Sébastien Benard, the lead developer and game designer of Dead Cells. Several listings carry jam-style names (Tenjutsu 48h, Dumber dwarves, Petit Tracteur Bleu, described as a game for his 2.5-year-old son), which fits the pattern of small experimental releases sitting alongside a commercial title like Nuclear Blaze. Badass Inc. appears under "Games I've worked on" and is credited to Motion Twin rather than Deepnight Games, so don't count it as a Deepnight release when comparing the catalogue.

If your goal is to judge whether the paid title is worth it, play two or three of the browser games first — they show the studio's design style at no cost — then decide on Nuclear Blaze with that context in hand.

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