Everything that goes intoa game, under one roof.
Design, code, art, sound, story, polish. We do every discipline in-house — because the things players actually feel are the things you can't outsource.
Game design
Systems, mechanics, levels, economies, and the playtest loops that turn a clever idea into a game that holds up at hour twenty.
Engineering
Gameplay code, engine work, in-house tools, ports, and the unglamorous performance plumbing that keeps a frame at sixty.
Art & animation
Concept, modeling, rigging, hand-drawn 2D, and pixel art — drawn, painted, and animated in-house, nothing outsourced.
Sound & music
Original scores, foley, voice direction, and adaptive audio. Every footfall, every cue, recorded and mixed by people on the team.
Narrative & worldbuilding
Story design, dialogue, branching, and the slow research that gives a fictional place its weather, slang, and politics.
Production & QA
Schedules that respect the work, playtests with real humans, bug bashes, and store-page launches that actually go up on time.
Frequently asked questions
The things we get asked most often. If yours isn't here, just send us a note.
- How long does it take to make one of your games?
- Anywhere from nine months to four years, depending on scope. A short narrative title runs about a year of full production after pre-production wraps. A longer, systems-driven game like our roguelike took two-and-change. We pick scope deliberately — we'd rather ship a tighter game on time than a sprawling one we resent finishing.
- What engines and tools do you work in?
- Mostly Unity and Unreal, with one project on Godot. We pick the engine to fit the game, not the other way around. Audio runs through FMOD or Wwise, art pipelines through Aseprite, Procreate, Blender, and Houdini depending on the game. Most of our internal tools — narrative, level scripting, build automation — are written in-house.
- Do you take on contract or work-for-hire?
- Rarely, and only when the project genuinely overlaps with what we'd be making anyway. We mostly fund ourselves through our own titles plus the occasional grant. If you're a publisher with a project you think we'd love, write us a real letter — we read every one.
- Are you self-published or do you work with a publisher?
- It varies. We've self-published two titles, signed one with a small narrative-focused publisher, and the fourth was published in partnership with a regional grant program. We choose per-title based on the game's audience, not on principle.
- Do you platform on Steam, consoles, both?
- Steam first for almost everything, then console ports — typically Switch and PlayStation, Xbox where it makes sense. Mac and Linux on day one when the engine cooperates. We do the ports in-house rather than handing them to a porting house, which slows us down but produces a noticeably better feel.
- Do you do mobile games?
- Not currently. We've prototyped a couple, but our team's instincts and audiences don't translate well to free-to-play economics. Never say never — but it's not on the slate.
- Can I playtest your in-development games?
- Sometimes. We run small closed playtests through our Discord for every project once it's in alpha. If you want in, the join link is in the footer of any of our game sites — we read every application personally.
- How do I pitch you a game idea?
- Honestly — please don't. We have more ideas than we can ship and we can't accept unsolicited concepts for legal reasons. If you want to make games with us, the better move is the careers page: send a portfolio and tell us what you'd want to make if we hired you tomorrow.



