◂ Quasi Interactive
Personnel file // open to work

Nicolas Balkhausen

Developer and founder. I design, build and ship complete products end to end: cloud backends in .NET and Azure, web apps, and C++ game tech.

Based Gold Coast, Australia Next Relocating to Japan Citizen New Zealand & Germany Languages English, German, learning Japanese Open to Remote, full-time or contract

In short

I founded Quasi Interactive (games) and its software label Elyra Software in 2025. Everything below is real, public and mine: designed, built, debugged, released and supported by one person.

My strongest work is backend. Mitsuke is an event-driven .NET 10 system on Azure, with Infrastructure as Code, OIDC deploys, observability and a written incident report, and it runs for under a cent a month. On the games side, I added online four-player co-op to the Penumbra series by working inside a 2006 C++ engine.

Selected work

Newest and most technical first. Each one links to something you can open, run or read.

Kensa-ya 検査屋

Built · launching soon

Upload a Japanese auction sheet and get it in plain English in about a minute: every damage code on a car map, the inspector's handwritten notes translated, the real landed cost, and whether the car can legally be imported to Australia, New Zealand or the US.

  • The cost engine itemises price, shipping, duty, GST, luxury car tax and compliance, cites the source for every rate, and uses live exchange rates.
  • Import rules are encoded per country, including Australia's 25-year rule and the SEVS register, and give a clear yes, no or maybe with the reason.
  • Pay-per-report pricing with automatic refunds when a sheet can't be read, plus a free calculator and SEO guides.

Penumbra: Overture — Online Co-op

Released · v0.11

Four-player online co-op added to a 2006 single-player horror game, built directly into Frictional Games' open-source HPL1 engine.

  • Host-authoritative physics sync at 30 Hz for crates, doors and drawers. Players can grab things out of each other's hands.
  • Shared enemy AI that hunts whoever is closest, plus replication of script variables, triggers and puzzles, and level transitions for the whole party.
  • Server browser, password-protected games, proximity voice chat, co-op respawn, and a version-gated handshake hardened against jitter and out-of-order packets.
C++HPL1 engineUDP networkingOpenALCMake

Penumbra: Black Plague + Requiem — Co-op

Released · v1.0

The same four-player co-op for the sequels, running on the original, unmodified game executables. Nothing in the player's game folder is changed.

  • Shared inventory, doors, switches and scripted events; enemies hunt the closest player; late joining; positional voice chat.

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Released · Sept 2026 · free
blank. key art

A 25-minute first-person narrative game about one house and the years that pass through it. It is the first title on EchoEngine, Quasi Interactive's own C++ engine.

  • The engine was written from scratch for physics-first games: real-time dynamic lighting, a full rigid-body simulation, Lua scripting, and levels authored in TrenchBroom.
C++17OpenGL 3.3Newton Dynamics 4SDL2OpenALLua

Applyr

Early access · v0.1.4

A Windows desktop job-application assistant. It finds roles, screens each ad for real dealbreakers, drafts an honest application, and fills the form, but it always stops at the submit button so a person makes the final call.

How I work

I build with AI pair-programmers, and I'm open about it. I own the architecture, the trade-offs, the debugging and the shipping, and I'm happy to walk you through any decision in the projects above. My edge is turning an idea into a finished, documented and supported product quickly.

The practical bits

Roles I'm after

  • Backend / .NET engineering: Azure, Postgres, APIs, pipelines
  • Product engineering at a small remote team
  • Technical support / customer success at a software company
  • Game development: networking, tools, gameplay
  • Contract work through Quasi Interactive is also welcome

Time zone & availability

  • Now: AEST (UTC+10)
  • Soon: JST (UTC+9), one hour off
  • Covers APAC business hours, with a useful overlap with US Pacific afternoons
  • Comfortable working async, writing things down and owning outcomes

Background

  • 2025–now: Founder, Quasi Interactive & Elyra Software
  • 2026: Automotive parts retail, Repco (Motueka, NZ): customer-facing, technical product knowledge
  • 19 years in New Zealand, born in Cologne, Germany