An ongame studio
We run dozens of titles at once and start new ones every week. The workflow that ships ten is the workflow that ships a thousand — same shape, same team.
Today
Dozens
Titles in production at the same time.
Every week
Newtitles
Enter the slate on a fixed cadence.
Built for
1,000s
Same workflow. No extra headcount.
The slate
Filled tiles are in production. Outlined tiles are specified and queued. The grid grows every week.
Titles are named on release, not before.
The bet
The gap between deciding to build a title and putting it in front of players is the number we manage. Everything else is downstream of it.
No title has to carry the year. Running many at once means the portfolio, not any one launch, decides how the year goes.
We invest in the machine that makes titles, not in any title it makes. The machine is Mimicat.
Adding the hundredth title costs what the tenth did. If a step gets more expensive per title, it gets rebuilt instead of staffed.
Its own name, its own art direction, its own store copy — generated from its own blueprint and screened before a single asset is built. Looking like something else is a build failure, not a style.
We publish the start date, the live date and the gap between them. Entries are never edited after they are filed.
How the clock runs
A shape gets picked and the name is screened against store listings and trademark records — while changing it is still free.
The loop is written down as a machine-readable spec: states, inputs, progression curve, session length, art direction, monetisation shape.
Production, art, audio and the store kit come out of the blueprint. Nothing enters a build that was not generated for this title.
A human signs off on every release. After that the title is measured, tuned and either grown or retired on the numbers.
Release log
Every title we ship is filed here with the dates it actually took. Entries are appended, never edited.
| Title | Started | Live | Δ | Platform | Status |
|---|