Beat the Monster Hero
Mobile rhythm JRPG: the camera reads your punches, so combat is played with your body instead of buttons.
Video game development for mobile and web, built around an original mechanic and playable within the first few weeks.
Mobile rhythm JRPG: the camera reads your punches, so combat is played with your body instead of buttons.
3D mobile game: you are a liquid slime descending an abyss full of treasure, splitting apart, merging back and rolling along rails.
PC music game where the keyboard is the piano: a full chromatic octave, falling notes and a melody you actually play.
Rope puzzle game: a tangled cable on the table, and you undo it by dragging it and passing it over or under itself without breaking it.
We make small, odd games — the kind you understand in ten seconds and play standing up: a rhythm JRPG that reads your punches through the phone camera, a liquid slime that splits to descend an abyss, a piano game where the laptop keyboard is the instrument, and a knot puzzle you untangle with a finger.
They all start the same way: a mechanic that nags at us and a playable prototype within days. Whatever survives that test gets finished, published and kept alive. That is why you will see live games next to ones still in development, and why every page says where its own stands.
Anything marked "Live" runs in the browser, with nothing to install and no sign-up. The ones marked "Coming soon" are still in development, and each page says where they stand.
TypeScript across the board. Depending on the game: Three.js for 3D, Blender for the models, the Web Audio API for timing-critical sound, and MediaPipe for the ones that read body movement through the camera.
The published demos are free to play and ad-free. Every project page links straight to the version that is online.
Yes. We work on our own titles and on commissions: from a playable prototype to test an idea to a finished game for web or mobile. Tell us what you have in mind.