Who is Oyusi
Oyusi is a solo developer with a deep passion for creating cooperative gaming experiences. Currently, they’re working on their debut indie title, When The Road Darkens, a unique, non-MMO raiding game that blends intense co-op action with bullet-hell mechanics.
Games By Oyusi
1. When The Road Darkens [Read Full Review]
An Interview with Oyusi
GW: What was the initial inspiration behind When The Road Darkens, and how did the concept evolve over time?
Oyusi: It was a product of different prototypes and projects I’ve tinkered with over the years. I’ve always preferred co-op games over single-player, so I knew I wanted to create something fun, challenging, and best enjoyed with friends. I also gravitate toward 3D over 2D.
Having played a lot of MMOs in the past, bossing was usually enjoyable: dodging, solving mechanics while dealing damage back. At some point, I discovered Rabbit & Steel and saw there was a real market for this kind of experience. That game, along with Furi, were definite inspirations.
As the game is currently in early access, how are you using player feedback to shape development?
Being truthful, I haven’t received much feedback yet, but I’d love to. I like hearing player ideas, whether it’s creative item concepts, what kind of content to prioritise (more early boss variety or harder bosses deeper in runs), or balance tweaks.
Game balance is especially tough as a developer since I know the systems inside and out, so outside perspectives are very valuable.
What can players expect in future updates? Are there specific features or content you’re excited to add?
More bosses, more items, more vessels (characters to pick from), new player abilities, unlockable upgrades, and general environment additions.
“My goal is to keep expanding the game until it fully delivers on the vision, and depending on the progress, I will consider extending Early Access.” – Oyusi
What were your key influences in terms of art style, music, or storytelling?
Nothing in particular. I have a specific process I go through when making assets, texturing, and coloring. As a solo dev, it’s important to be aware of scope, so I wanted to go with something stylised and consistent, that I could achieve in a reasonable timeframe. I want the visuals to be atmospheric but readable in the chaos of battle.
Are there any unique mechanics or systems in the game that you think set it apart?
One big focus was ensuring smooth multiplayer even at high latency, your actions should always feel responsive, and you shouldn’t take hits that don’t make sense on your screen. I think I’ve achieved that.
I’ve also experimented with fun abilities, like the Tether, which creates an anchor point even if none exist, effectively letting you grapple the air.
I also designed boss mechanics to be intuitive, something you can figure out quickly without having to read about it, through visual or audio cues, many of which connect with multiplayer well and reward coordination.
What kinds of players do you think will enjoy this game the most?
Fans of MMO raids, players who enjoy a challenge (don’t worry there are 5 difficulties!), and action gamers in general. There are some bullet-hell elements too, for those who like dodging patterns. While I’m not a big fan of timers, so you won’t find those here, I think speedrunners might still have fun with it.
And of course, friends make everything more fun, so I think it also works well as a party game.

Respect each other, speak your mind, and focus on ideas, not individuals.