Strange Places,
Carefully Built
A personal game development studio and creative portfolio by Orihaus — exploring aerial combat, virtual memory, and shader art.
Tactical aerial combat, virtual memory palaces, and experimental shader work — all from one studio.
Noctuelles is the creative outlet of Orihaus, bringing together combat flight simulation, interactive virtual environments, and a growing library of shader art. Each project explores a different corner of what games and real-time graphics can do.
What We Build
A focused portfolio spanning flight simulation, experimental VR, and visual art.
Hunting Anubis
Single/multiplayer combat flight sim focused on near-future drone warfare. Tactical, aerial, and intense.
Learn more →Xaxi
A virtual memory palace designed to teach Aliceffekt's Conlang Traumae and explore learning in interactive environments.
Learn more →Shader Gallery
A collection of shader art and visual effects created across Noctuelles projects.
Browse →Devlog
Development updates for Hunting Anubis, including beta build notes, AI improvements, and visual overhauls.
Read →
Hunting Anubis — near-future drone warfare
Additional Projects
A wider look at the Noctuelles portfolio, including experimental and collaborative works.
For Each Our Roads of Winter
A project exploring atmospheric themes within the Noctuelles body of work.
View project →Hunting Anubis Devlog
Beta v39 introduced the Interceptor Class, improved AI, and performance enhancements. Beta v37 brought a new map and shared radar.
January 2019 BetaRead devlog →
Peers & Inspirations
Noctuelles is part of a wider community of independent developers and experimental game makers.
Get in Touch
Reach Orihaus by email or follow on Twitter for updates on current and upcoming projects.
Email: orihaus@gmail.com | Twitter: @Orihaus
Contact PageThe studio draws its name from a quiet, nocturnal presence — a reminder that the most compelling work often happens in the margins, away from the glare of the obvious. There is a deliberate patience embedded in every project, a willingness to let ideas gestate until they find their proper shape. This is not a place of rapid iteration for its own sake, but one where craft and reflection guide the hand, and where the boundary between tool and art remains deliberately soft and open to question.
Aerial combat becomes something stranger and more intimate when stripped of its familiar trappings. Rather than pure simulation or arcade spectacle, the work here treats the sky as a space for memory, tension, and unexpected beauty. Flight is not merely a mechanical act but a way of moving through layered emotional landscapes, where the horizon line blurs between threat and reverie, and every manoeuvre carries the weight of something half-remembered and never quite resolved.
Virtual memory palaces offer a different kind of terrain — one built from recollection, association, and the strange architecture of the mind. These interactive environments do not simply store information; they transform it into spaces that can be walked through, revisited, and reshaped. The act of remembering becomes spatial and tactile, dissolving the line between database and dream, between what was stored deliberately and what emerges unbidden from the corridors of constructed thought.
Shader work occupies a peculiar position between mathematics and poetry. A few lines of code can summon light, texture, and motion from pure calculation, producing surfaces that shimmer with procedural life. The fragment becomes a canvas, the GPU a collaborator in the creation of organic patterns, metallic sheens, and atmospheric effects that feel less engineered than discovered. Each shader is a small world, governed by its own internal logic yet capable of endless variation.
There is a thread of storytelling that runs beneath the technical surface — a fascination with sacrifice, transformation, and the truths that emerge only in darkness. Motifs of burning trees, desert landscapes, and figures caught between pride and shame recur like half-remembered myths. These are not narratives told directly but atmospheres conjured, leaving space for the viewer to step inside and complete the tale with their own imagination.
The procedural toolkit developed here reflects a philosophy of building with care rather than speed. Materials, textures, and behaviours emerge from rule-based systems that privilege variation and surprise over rigid control. A steel surface catches light differently each time; a dawn sky never repeats its exact palette. This approach treats the computer not as a deterministic machine but as a garden where complexity grows from simple, well-tended seeds.
Between the larger projects lie smaller experiments — fragments of cities, glimpses of strange rituals, the glint of silver in a darkened room. These pieces do not demand attention but reward it, functioning like marginalia in a manuscript whose main text is still being written. They are evidence of a restless curiosity that refuses to compartmentalise, moving fluidly between the monumental and the minute, the polished release and the raw sketch.
The studio operates as a kind of bridge between disciplines that are often kept apart: game design, visual art, and the deeper currents of memory and myth. What emerges is not easily categorised, and that is by design. In an era of algorithmic recommendation and tidy genre labels, there is something quietly radical about work that asks the audience to meet it on its own terms — to wander, to wonder, and to find their own path through the dark.