Independent game studio

Small studio.
Finished games.

We make short, dark, story-driven games, and we finish them. The first is Thornwall, set in a village that hasn't slept in weeks.

  • Now showingThornwall
  • GenreVisual novel
  • Length10–15 minutes
  • EndingsThree
  • PlatformsWindows · Linux
  • StatusBuilt, not yet released
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.

How we work

Three rules we don't bend.

We're a small studio, and these rules are how we keep finishing things without pretending to be bigger than we are.

  1. 01

    Finished games.

    We ship things you can play, not trailers. If it isn't playable, 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

The next game is in pre-production.

We'll show it when you can play it. If you're a publisher, a writer, a composer or press, we'd like to hear from you now.