Our vision

We want to make games you return to. For the next part of the story, for the people in it, and to see what your decisions have changed.

The way we tell stories

One story. Room for another episode.

We’re building our games around episodes. Each one continues the story, giving you another reason to return to a place you’ve come to know.

Small, dense worlds leave room to revisit people, follow different paths, and live with the decisions you’ve made.

A busy riverside market, with people gathering between stalls.
The way we make them

Less lost between the idea and the game.

A scene can change a lot as it passes from a writer or designer into a game. We want more of the original intention to survive that process.

We’re building tools that let our creative team describe a place in ordinary language, explore the result, and refine it directly.

A scene begins with an idea
“The last boat has left.
Someone is still waiting at the quay.”
  1. Describe the scene
  2. Explore it
  3. Refine it
The time between releases

The next episode is a chance to listen.

After each release, we want to hear what stayed with you, what frustrated you, and what you wanted to explore further.

That gives us a chance to act on your feedback in the next episode, while staying true to the story we set out to tell.

Three characters talking by lantern light beside a river.
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