JUL 2026
WHY WE MAKE SYSTEMS-DRIVEN GAMES
Every game we prototype starts the same way: with a system, not a story. We want mechanics players can poke at, break, and rebuild in their own head — the kind of games where the fun keeps compounding the longer you sit with them.
That's why the games taking shape right now lean on collecting, managing and optimizing rather than scripted moments. It's a harder thing to make feel good, but it's the kind of game we ourselves keep coming back to.
It also means a lot of our early work is invisible — spreadsheets, balancing passes, small prototypes that never see daylight. We'll try to show more of that here, not just the shiny parts.
