Independent game studio

Small studio.
Stories you play.

We make small games built around a story, or around a way of playing. Thornwall is a village that hasn't slept in weeks. Blorp! is a jelly with no bones.

  • ThornwallVisual novel · Built, not yet released
  • Blorp!Jelly platformer · In testing
  • PlatformsWindows · Linux
  • EngineGodot 4.6
A ruined chapel overgrown with vines; a small shrine glows blue on the altar.
The old chapel
The village square under a grey sky: a stone fountain, market stalls, a few tired villagers.
The empty tavern by candlelight: wooden tables, tankards, stools at the bar.
A dirt path winding through dark, twisted trees toward a pale light.

Our first game

Something is wrong in Thornwall.

For weeks, no one in the village has slept through the night. You arrive as a stranger. Talk to the people who are left, follow the story back to a chapel at the edge of the forest, and decide what happens to what you find there.

The art, music and sound were generated on our own machine and chosen by a person. Exactly what was made how.

In testing

Blorp has no bones.

A lime jelly escapes a dessert factory by rolling, soaking up dishwater and squeezing through fork tines. Seven levels, a playground called the Arcade, and up to four players on one screen or online.

The levels and models are built by code and the sound is synthesised; the music was generated on our machine. Exactly what was made how.

A small green jelly blob on a mint platform, with steps of yellow and pink jelly leading up to a tower; a cherry floats nearby over a pink checkered floor.
Level 1 · Unmolded
Blorp floating in a bright blue sink of water, swollen and see-through, with an orange gummy bear beside it.
Looking up at Blorp clinging to the underside of a red jam ceiling over a purple sky.
Blorp flattened on a mint platform beside a steam vent, with a layer cake and an orange tower behind.

How we work

Three rules we don't bend.

We're a small studio. These are the rules we hold ourselves to, so we never pretend to be bigger than we are.

  1. 01

    Playable, not promised.

    We show games that exist and run, not trailers for ideas. If it can't be played, it isn't on this site.

  2. 02

    Built once, used again.

    Every asset we make goes into a library the next game starts from. Each game begins further along than the last.

  3. 03

    A person makes the call.

    Models draft. A person decides what's good enough, directs the rest, and ships it. Every game page says which is which.

How we make games

Five steps. A person owns three.

Models run on our own workstation and draft the art, music and sound. The other steps decide whether the game is any good.

  1. Write it down

    Story, places, characters, and a written brief for every asset.

    Person
  2. Draft

    Models on our own machine turn each brief into candidates.

    Model
  3. Choose

    A person keeps what fits and sends the rest back.

    Person
  4. Build

    The game is put together in the engine, with AI help on the code.

    Person + model
  5. Ship

    Play it, fix it, play it again, and release it.

    Person

The whole process, and its limits

What's next

Blorp is with testers. Thornwall is built.

If you're a publisher, a writer, a composer or press, we'd like to hear from you now.