A lone figure crossing a rope bridge above fog

We make small games about difficult places.

Eleven people. Bristol. One game at a time.

Nine
fold

001/ In development

We are two years into a game about a lighthouse keeper who is also a cartographer, and we are not going to say much more than that until it is playable. It has no combat either. Our publisher is us, so the only deadline is the one where the money runs out, which is currently the autumn after next.

Target: 2028. PC first.

002/ Eleven people

  • MAUD FERRISCreative director
  • TOBY ANANDStudio lead
  • SOFIA KLEINLead engineer
  • JONAH PRICEEngine and tools
  • AMARA OBIGameplay engineer
  • RUAIRI DOYLEArt director
  • ELSA BERGEnvironment art
  • KIT NAKAMURACharacter art
  • PAVEL RUZICKAAnimation
  • NORA HALLAudio and music
  • DANIEL OKEProduction

003/ Principles

  • 01

    Eleven people, and that is the ceiling.

    Every person we add makes the game slower before it makes it better.

  • 02

    One game at a time.

    No side projects, no contract work, no ports handled in house.

  • 03

    No crunch, and we mean the boring version.

    Thirty five hour weeks, tracked. Two people are part time and always will be.

  • 04

    We publish ourselves.

    Slower, smaller, and nobody asks us to add a battle pass.

004/ Press

  • Eurogamer2025A game that trusts you to be bored for ten minutes.
  • Edge20258 out of 10.
  • BAFTA Games2024Nominated, Original Property.
  • IGF2023Honourable mention, Excellence in Narrative.
  • Rock Paper Shotgun2023The best thing we played all November.
  • Develop:Brighton2023Indie Studio of the Year, shortlist.

“They shipped a climbing game with no failure state and somehow it is the tensest thing on the platform.”

Edge, issue 402

005/ Jobs

Two roles open: a gameplay engineer and an environment artist.

Bristol, three days in the studio. No fully remote, sorry.