Updates
What we're building.
Dev logs, game announcements, and notes from the studio. When something is worth sharing, it ends up here.
Playtesting has started — and the grid is already breaking us.
We handed Chronogrid: 2050 to our first outside playtesters this month. The feedback has been humbling in the best way. People are finding lines through the deck we never anticipated, and a few are finding crashes we definitely anticipated but hoped wouldn't happen. Both are useful. We're logging everything and working through the list. The core loop is holding up well — the tension between card draw and grid state is doing exactly what we wanted. More to come as we work through the next round.
Glass & Gilt enters active development.
After a long design phase, Glass & Gilt — our tower-defense auto-battler PvP title — has moved into active development. The lane system is in, the first unit roster is sketched out, and we're building toward a first internal playable.
Designing around failure: why losing in Chronogrid should feel instructive.
One of our core design goals for Chronogrid is that a failed run should leave you smarter than when you started. This month we wrote up how we're approaching loss states — what information the game surfaces, and how the post-run screen is designed to teach without lecturing.
Strata: location-based geology collecting, coming to mobile.
We're ready to talk about Strata. It's a mobile game about collecting rock and mineral specimens tied to real-world locations. Walk somewhere new, find something new. We'll have more details on the collection system and the field guide feature in the coming months.
Treeline GP: FPV drone racing through old-growth forest.
Treeline GP is our arcade FPV drone racing title — fast, tight, and set entirely in dense forest environments. We're designing around the feeling of threading a drone through trees at speed. Early track layouts are in. Coming to PC and mobile.
Royal Flush: catching things falling from a castle is exactly as fun as it sounds.
Royal Flush is an arcade catching game set in and around a crumbling castle. Objects fall. You catch them. The castle has opinions about this. It's the lightest thing we're making and we're having a lot of fun with it.
More games in design. More logs on the way.
See all five games →