Built in the open
Every milestone, cut feature and ugly prototype ends up in the devlog — including the months where nothing worked.
Two people, one game shipped on Steam, no publisher. We build the kind of games where the fight is decided before the first shot: isometric stealth tactics, a sniper sim about wind and range, and a squad that does not respawn.
Our first finished game: real-time stealth tactics from an isometric camera, in the tradition of the classics. Out on Steam since May 2026.
We are a young studio, so this list is short on purpose. Everything here is either playable today or being built in the open — nothing announced that does not exist yet.
No advance, no milestone contract, nobody upstairs asking for a battle pass. Development is paid for directly by the people who want these games to exist — per project, with the numbers published every month in the devlog.
of — across our active campaigns
people paying for this instead of a publisher
Donations are tracked per game. Nothing is moved between campaigns.
We never see your card details. One click, any amount, no account needed.
All-or-nothing funding for the one game we cannot build out of pocket.
Every milestone, cut feature and ugly prototype ends up in the devlog — including the months where nothing worked.
Cold Angle is free, finished and downloadable right now. Where we can put a playable build out before release we do — and where we cannot, we say so instead of promising one.
We only put a name and a trailer on something once it is playable. The third project stays classified until it earns a reveal.
One email a month: build updates, playtest invites and the reveal of Project 03 when it happens. No marketing, no spam.
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