An independent UK studio building an original science-fantasy universe, one game at a time.
Philosophy
Most studios make a game, then look for the next one. We are doing it the other way round: one world, built to last, and every game we ship grows out of it.
The universe comes first. Its history, its rules and its people are written before the games are — so each title, whatever its genre or size, opens onto the same place. Nothing is throwaway. A small game can carry real canon.
That is the whole model. Shared setting, shared continuity, games as chapters rather than islands. It is how a one-person studio builds something bigger than any single release.
Some of what we make will sit outside the universe — small, self-contained side projects that keep the tools sharp. The world is the long game.
The World
Somewhere out there is a world where the fungus got there first — a living network older than anything that walks on it. Its people call themselves Sporelings. They didn't build their world; they grew with it.
Now something else has arrived. It doesn't grow. It takes.
That's as much as we're saying for now. The world has a name — you'll learn it when the first game does.
Games
Universe titles
Every one of these takes place in the same world, under the same canon.
In development
First universe title
The first playable doorway into the world. Unannounced — name, key art and store page arrive together.
Other projects
Self-contained side works, outside the universe.
In development
Unannounced side project
Small, finished things between the big one. More when it's ready.
Journal
Why universe-first
The obvious way to start a studio is to make a game, ship it, and hope it earns the next one. Every release is a fresh start: new setting, new characters, new story to tell twice — once in the game, once in the marketing. If it misses, you keep nothing but the experience.
Universe-first means the setting is the asset. We are writing the world before the games — its history, its rules, what can and can't ever happen in it. Each game then draws from that stock instead of starting cold. Titles can stay small and still matter, because canon accumulates across them.
It is also an honest fit for a studio of one. I can't out-produce a hundred-person team, but one person can keep a world coherent in a way a committee can't. The first game is in development now. This journal will track how it grows — notebooks, whiteboards, and the occasional deliberately blurry design document.
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