Where It All Started
Three developers walked away from corporate positions at major gaming studios. We'd spent years watching great concepts get diluted by committees and chasing trends that didn't make sense.
Our first project took eight months longer than planned. We rebuilt the core mechanics twice. But when we finally released it, players spent an average of 23 minutes per session—not because we tricked them into it, but because the game was actually engaging.
That taught us something valuable. Good games don't need dark patterns or aggressive monetization. They need careful design and respect for the player's time.