Rardo, written in Aurebesh RARDO · GAMES
The games

Made by Rardo. Played at your own risk.

One featured, two feral, and a list that only ever gets longer. Hover a name for a peek.

Who's Rardo

Rardo is a gamer tag. Developer. And publisher.

1Developer, publisher, support desk
3Games in the works (one is winning)
∞Bad ideas in the backlog

Rardo is me, Luke Cutmore. By day I'm a professional button-pusher (Power Platform, automation, the occasional tech wizardry). By night I make games under the name I've been losing online matches with for years.

It's a one-person operation. I design it, build it, break it, fix it, and answer the support emails. If that sounds like a lot, it is. But don't worry: making AI do things is my day job, so I do it here too. 😉

AI is a tool, not a magic wand. Human instructed, human checked, all for humans to play.

Don't blame me. My left hand is Claude and my right hand is Codex. It was inevitable. Evetable. Ever table. Sorry, did you book a table?

The day-job ramblings live over at lukecutmore.com. The code, when it's not embarrassing, lives at github.com/R4RD0.

Rardo in Aurebesh
RARDO
Yes, the logo is Aurebesh. Yes, you can read it now. You're welcome.
Rardo also makes music

Play my music, sheeple.

Everyone Expire exists because of a song. "I Wanna Be a Dungeon Master" started as a late-night play about in Suno, the music-generating app, and ended up as the seed for a whole game.

It didn't stop there. There are albums now. Plural. Made with Suno and many, many hours of tinkering with the lyrical magic until it sounded like something I'd actually put my name on. (Or my gamer tag, anyway.)

Rardo on Spotify
Devlog

Notes from the parts that broke first.

Private Playtest is underway: the good, the bad and the ugly

A small group of people who requested access is now playing. Our first graphics bug has a Compatibility mode (OpenGL) workaround, confirmed by the affected player. If you're already in, please send feedback and help mould this miserable adventure.

Playtest 0.9.279

Everyone Expire: getting ready for other people's bad ideas

The summer project has become a full campaign, with Malice, party inspection, equipment, minigames and a much sharper tutorial. The next job is a small private alpha: find the bugs, test the balance, and see whether the jokes survive someone who didn't write them. Steam achievements and Cloud are configured; Playtest preparation is underway. Testing is not open yet.

Everyone Expire

Everyone Expire: first Steam build is up

A private pre-alpha build is sitting on Steam. It boots, it renders, it passed every check I threw at it. Steam won't hand out tester keys for three weeks, so right now it's a very expensive game only I can play.

Everyone Expire

Everyone Expire: alpha standing

Card faces, fudge frames, scene backgrounds, party art, and loot crates. About 14% of those crates are mimics. They bite.

Everyone Expire

Crave: the juice pack

Landing impacts, dirt puffs, screen shake and food combos. The worm now feels like it weighs something. Still hasn't told me if it wants to be finished.

Crave

How a snake game made me an album

I sat down to make a snake platformer. I came out the other side with an album. Over on the other blog. ↗

Crave