
We make
programmer
games.
Three students who got too deep into game engines and never climbed back out. No budget, no roadmap, no nonsense — just systems, gameplay, and whatever the engine will let us get away with.
ITCH.IO NATIVE
JAM-FORGED
We chase depth, not polish. We learn engines until they break, build the systems most people skip, and let those systems carry the weight. If it’s weird and it runs, ship it.
How we
work
Short cycles. Real constraints. Every game is a chance to master one more corner of an engine.
Pick a
constraint
A jam theme, a 72-hour clock, a mechanic we’ve never built. Limits are the whole point — they force a real decision out of us.
Build the
system first
Before anything looks good, the systems have to feel good. We prototype the core loop, push the engine, and rip out whatever doesn’t earn its place.
Ship it,
weird intact
We finish on time and put it on itch.io — rough edges included. A shipped jam game beats a perfect one that never leaves the repo.
Three devs,
that’s it.
Three programmers covering everything between them — exactly how we like it.
Lives in the core loop and owns the design. If a mechanic feels good in your hands, Nathan tuned it forty times until it did.
Teaches things to think. Pathfinding, behaviour, the enemies that somehow outsmart you — that’s Oscar being clever on purpose.
Makes the multiplayer hold together. The reason the factory game can have more than one cool guy in it at a time.
Tools &
tech
We’re engine omnivores. Whatever lets us dig deepest into the problem wins — we’d rather learn a new one than stay comfortable.