SVDE.app
Sade Black / They · Them
SVDE

building things that behave like they're alive —
or like they were once.

Creative Technologist Audio · DSP Horror Games Web · Code California
now building ✿
ACTIVE
TENDER — look-aversion horror game SPORE v0.2 — post threading + Spaces Dead Star VST — per-partial decay synthesis DEAD.CODE — AUTOPSY mode TENDER — look-aversion horror game SPORE v0.2 — post threading + Spaces Dead Star VST — per-partial decay synthesis DEAD.CODE — AUTOPSY mode
micro horror — itch.io
WELL
2024

you look down. something looks back. the rope gets shorter.

itch.io
REFLECTION
2024

the mirror is always one frame behind. until it isn't.

itch.io
ECHO
2024

audio-first horror. your voice comes back wrong.

itch.io
HURT
2023

a game about damage that doesn't show where you expect it.

itch.io
Night Shift
2023

close the tabs. don't open the wrong one. work is almost done.

itch.io
STUTTER

the frame repeats. you're the only one who notices.

Concept
PULSE

biometric horror. something is measuring you back.

Concept
FEED

a social feed that slowly becomes yours alone.

Concept
DEPTH

thalassophobia in negative space and low-frequency dread.

Concept
THRESHOLD

a door that opens once. the game begins the second time.

Concept
about.txt

every project starts as a proof of concept.
most of them refuse to stay that way.

Sade Black (they/them) is a multidisciplinary creative technologist working independently. the practice spans music production, audio tool development, horror game design, and experimental web development.

operating under the handle SVDE and svdeblk. based in California.

recurring obsessions: Web Audio API as DSP layer. single-file portable HTML artifacts as a build philosophy. procedural generation. horror as a design system. glitch and corruption as interactive mechanics.

the work doesn't separate aesthetics from engineering — the feeling of a thing is part of its specification.

tools.txt

Tools & Technologies

  • Godot 4 / GDScriptGame Engine
  • Web Audio APIDSP
  • Max for LiveAudio
  • Ableton LiveDAW
  • Node.jsBackend
  • PythonPrototyping
  • HTML / CSS / JSFrontend
  • Cloudflare / RenderInfra
  • Canvas 2D / WebGLGraphics
  • Tauri / RustDesktop
contact ✿
Get In Touch
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the open files

The Open Files

entries
    board game concepts

    Boards

    five fully designed horror concepts ✿
    01
    THE STATIC CHAPEL
    cooperative · 3–5 players · 90 min

    players are trapped in a liminal broadcast station. the signal is degrading. something is in the static. they must reconstruct the original broadcast before the chapel fully manifests around them. mechanics: frequency tuning, signal overlap, cooperative decryption.

    02
    CORDYCEPTION
    hidden role · 4–6 players · 60 min

    one or more players are already infected. the infection spreads through actions, not information. you don't know you're infected until the spore count tips. body horror as social deduction. the infected don't play differently — they just optimize for the wrong thing.

    03
    THE LAST SESSION
    narrative · 2–4 players · 2 hr

    a tabletop RPG session that begins normally and ends wrong. players receive session notes, character sheets, and a premise. the GM role rotates. halfway through, something in the fiction starts bleeding. a game about the membrane between the table and the story.

    04
    DEAD FREQUENCY
    asymmetric · 2–5 players · 45 min

    one player is the signal. the others are listeners. the signal player communicates only through a constrained channel — symbols, sounds, patterns — and the listeners must decode the message before the frequency dies. the signal doesn't know it's dying.

    05
    THE UNDERWOOD
    solo/cooperative · 1–3 players · 3 hr

    a survival game set in a forest that knows you're in it. the map shifts. landmarks remember being visited. players must navigate using accumulated trail knowledge, not a fixed board. the forest isn't hostile — it's curious. the horror is being something it hasn't seen before.

    now.txt — last updated manually
    what i'm doing right now
    building
    TENDER — godot 4.x. peripheral horror. the entity has been in the room this whole time.
    also building
    SPORE v0.2 — post threading, Spaces, long-form pages. the woodwide web grows.
    thinking about
    DSP as horror language. what it means for a sound to have a lifespan. the Dead Star VST spec keeps getting longer.
    listening to
    late night experimental. things with too much space in them. music that sounds like it's waiting.
    reading
    scattered. design theory, horror criticism, mycelium biology papers i only half understand.
    location
    California. the part nobody drives through.
    status
    open to collaboration and commissions. slow to reply. worth the wait hopefully.
    this page
    inspired by nownownow.com. updated whenever something meaningfully shifts.
    concepts.vault

    Concepts

    things that exist in the idea space. named, partially specced, not shipped. may become real.

    unfinished things ✿
    • BODY HORROR VST FAMILYaudioHUNGER, BLOAT, EXSANGUINATE, TREMOR — biological horror as signal processing. full mechanical spec written. build pending.
    • FLORA / FAUNA / FUNGAaudiothree interconnected synth plugins. FUNGA routes signals between the other two. mycorrhizal network as patch bay.
    • PATCH.MEMORYtoolgit-for-synth-presets browser app. version control for sound. notion integration. the history of a patch as a document.
    • GLITCH.SYNTHaudioFM synthesizer where each key has its own glitch personality. procedural word-patch generation. the patch name is part of the sound.
    • SIGNAL ROOMtoolunified project dashboard for SVDE's entire build environment. single window, all contexts. still theoretical.
    • OXIDE PRINTSwebVHS tape zine tooling. editorial horror angle. making physical-feeling digital artifacts for distribution.
    • AUDIO AUDITtoolan AI artifact removal tool for AI-generated music. separating the machine residue from the signal. not conceptually complete yet.
    • GENERATIVE ASCII ENGINEartprocedural visual/audio system. characters as both image and sonic trigger. the text is the interface.
    • MICRO HORROR CATALOG (UNRELEASED)gameSTUTTER, PULSE, FEED, DEPTH, THRESHOLD, AUDIT, FRAGMENTS, SIGNAL — eight more. all designed, none shipped yet.
    • FORGEJO / GIT FORGEinfraself-hosted via orbstack. structured context source. MCP integration planned. the version control layer for everything.
    build.log

    Log

    build diary. timestamped. no neat summaries.

    entries
    2026-04-23TENDER

    got the peripheral detection working. the entity now correctly registers as "seen" when the camera's forward vector comes within 18° of its position. the ever_looked boolean flips and stays flipped. tested the third ending — the one where you never look — and the room feels completely different when you're maintaining it intentionally vs accidentally. that's the game.

    2026-04-18SPORE

    shipped post threading to v0.2 staging. the substrate/matter vocabulary is holding up better than expected. a thread feels different from a reply feels different from a standalone post in ways i didn't fully spec. the federation model is making me think about what "conversation" means when there's no algorithm deciding what you see.

    2026-04-12DEAD.CODE

    AUTOPSY mode is partially working. the internal state of a dying sequence is now externalizable as a canvas visualization. watching gravelang sequences decay in real time is exactly as uncomfortable as intended. each mode (NECROMANCY / DECAY / ENTROPY) now has a distinct failure texture. ENTROPY feels the most honest.

    2026-04-08DEAD STAR

    revised the partial lifespan countdown spec. originally each partial had a fixed timer. now they age at different rates based on frequency register — high partials die faster, low ones persist. this was not planned. it emerged from testing and immediately sounded more right. the math is in the notes. the feeling is: inevitable.

    2026-04-02META

    spent three hours migrating the idea inventory. 297+ concepts now in the notion DB with proper relational structure. the ideas that seemed half-formed when i wrote them are actually more complete than i thought. the ones i thought were solid are stranger than i remembered. the catalog is its own kind of artifact.

    2026-03-28BOARDS

    finished the full design doc for THE UNDERWOOD. the mechanic where the forest "remembers" visited landmarks required a second tile layer i hadn't planned for. it works now. playtested solo — the game correctly made me feel observed. not threatened. just. watched.

    error — page not found
    404

    you have wandered somewhere that does not exist. the hallway continues but the doors have stopped.

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