About TerraBloom
Laurent Ongaro - The Developer
Laurent Ongaro
🏆 Software Engineer • 30+ Years of Experience
After three decades in professional software development (web, e-commerce, industry), I've decided to combine my passion for game design, technology, and complex software architectures into a unique experience: TerraBloom.
Why TerraBloom?
My background in software development and architecture, plus countless hours spent diving deep into my favorite games, led me to an innovative concept: blend gameplay and design elements that you don't typically find in the same game:
- a living, colorful world, that's also dystopian and dark.
- pure action, fast and frenetic
- strategy and tactical thinking.
- the ability to build your own world (a bit like the "Above Snake" game).
And I wanted to make a game that emotionally engages the player — where choices actually matter.
The result is TerraBloom: a game blending action and strategy, fury and hope, to heal a broken world. A game where decisions count, where players can experiment and shift between very different paces, and where each victory is a step toward restoration.
The Chunk System is designed for infinite replayability. Every run is unique, with varied combinations of terrain, defenses, and strategies to explore.
TerraBloom is my statement: an indie game that takes software architecture seriously AND prioritizes the emotional experience of the player.
The TerraBloom Game
To discover gameplay details, mechanics, and universe lore, visit the dedicated game page.
Development Timeline
Phase 1: Technical Foundations
- Functional modular terrain system (Chunks)
- Core mechanics: defense placement, FPS combat
- Solid and scalable technical architecture
Phase 2: Content & Optimization
- 4 playable biomes with specific enemies
- Progression system (weapons, towers, skills)
- Gameplay balancing and graphical optimizations
Phase 3: Finalization & Release
- Final polish and extensive testing
- Marketing campaign and communication
- PC release (Steam)
Target Platform
TerraBloom is designed to run on a wide range of hardware, from mid-range PCs to current-generation consoles. The focus is on performance and optimization to ensure a smooth experience even on modest configurations.
Follow Development
Stay tuned for regular updates via our DevLog.
You can also follow the project on Patreon and
Twitter/X.
Other contributions
Discover other open-source projects on GitHub or
GitLab.
For development tutorials (Unreal Engine, software architecture), check out my
specialized YouTube channel.