Built around the mechanic
Each world starts from a single action — keeping, crossing, tending, building — and grows outward from there. The mechanic isn't a delivery system for a story; it is the story, shaped by every choice we make around it.
Small, deliberate games built around their mechanics — a lantern to tend, a coast to cross, a home to keep. We make a few worlds, slowly, and let what happens in them speak for itself.
We're a small team building a handful of games very slowly. Each one is shaped around one verb — a single thing you do, over and over — and the world is arranged so that verb gathers weight as you keep at it. The art is painted by hand; the systems are written by hand; the pace is set by what the world needs, not by a roadmap.
Each world starts from a single action — keeping, crossing, tending, building — and grows outward from there. The mechanic isn't a delivery system for a story; it is the story, shaped by every choice we make around it.
The look comes from the painting — lantern light, weather, the feeling of a long coast at night. Concept art leads, prototypes follow, and we don't ship a world until what you do in it lines up with what it looks like.
Sketches first, builds later. We show the worlds while they're still becoming themselves, listen to what visitors notice, and let that shape what we make next. Nothing here is sold yet — this is the studio's notebook, opened.
One world close to ready, others still sketches. Here's what the studio is building right now.
Concept art & ideas only. Everything below — images and descriptions — is early studio sketching. None of it is gameplay yet.
One verb: keep the light. A long coast, weather that means it, and a lamp that goes out if you don't tend it. Other keepers tend other coasts somewhere out in the dark. Build a small home, cross open water, work a croft, hand the light on to whoever comes next.
A second world is being roughed out — another single verb, another kind of place. We'll show it when there's enough on paper to show.
Studio paintings. Concept only — none of these are gameplay.
We're making these worlds out loud. If something here caught your attention — or if there's a thread you'd want pulled further — leave a note. The studio reads everything that comes through.
No account needed. Stays on our own server.
Nudge an idea, or add your own.