Independent Development With Purpose

Deeper systems. Meaningful choices.

NovaVoro Interactive creates gameplay and realism-focused mods, games, and tools. The goal is simple: build systems that make what the player does matter.

About

Systems built with intent.

NovaVoro Interactive focuses on mechanics that create understandable consequences, believable progression, and more interesting decisions without burying the player in unnecessary complexity.

What I build

I develop gameplay mods, simulation systems, tools, and original game concepts. Current mod work focuses on Farming Simulator 25 and Project Zomboid.

Across projects, the common thread is systems-driven design: progression should reflect what a character does, farming decisions should carry consequences, and mechanics should create choices instead of busywork.

Design priorities

Meaningful choices. Systems should give the player something worth deciding.
Grounded realism. Real-world ideas are used where they improve gameplay.
Modular design. Players should be able to use the systems that fit their game.
Player-first clarity. Complexity belongs under the hood when possible.
Projects

Released and in development.

Publicly released mods remain available through their normal platforms. Patreon is used for development updates, early looks, and behind-the-scenes design work.

Farming Simulator 25

Gameplay • realism • production • economy
In Development

Soil Health

A longer-term field-management system exploring soil compaction, field traffic, recovery, and management decisions that carry forward between seasons.

Simulation and agronomy-focused gameplay.
In Development

Regional Units

Region-based agricultural display units for the United States, EU, UK, and Australia, including crop-appropriate conversions such as bushels.

Display-layer immersion and localization.

Project Zomboid

Progression • exertion • survival • long-term systems
In Development

Knox Reclaimed

A larger long-term project focused on defining territories, tracking control, and giving survivors a progression path from simply surviving Knox Country to reclaiming it.

Territory, persistence, reclamation, and long-term endgame systems.

Big Ambitions

Business • economy • simulation • traffic systems
Planning / Research

Realistic Traffic Signals

Exploring whether the game exposes enough information to identify intersections, traffic lights, and their current states so signal behavior can be made more realistic and better coordinated with traffic flow.

Traffic simulation • intersections • signal states • realism
How I Work

Small systems that can grow.

01 Start with a gameplay problem

Identify something the base game could make more meaningful, believable, or useful.

02 Build the smallest practical system

Keep the first version focused enough to test, balance, and maintain.

03 Iterate from player experience

Use testing and feedback to refine the system without losing the original design purpose.

Follow Development

See what NovaVoro is building next.

Patreon is where I share development updates, design decisions, testing, work-in-progress features, screenshots, and early looks at upcoming projects. You can join for free to follow new releases, or choose the $3 supporter membership for additional behind-the-scenes development content.

Contact

Get in touch.

Have feedback, a mod idea, a collaboration question, or a technical project to discuss? Send a message here.

You can also email novavorointeractive@gmail.com.