We craft small, addictive web games and the tools communities actually run on. Six years inside the room taught us what they actually need. Now we ship it.
Six years
in the room.
We've been on the receiving end of "build for the community" decks. Now we build the things those decks always missed.
Whatever the room needs.
GM bots, Telegram scanners, AI customer service for tired mods, data extraction, sentiment digests, weird automations nobody else will build. If a community is running on duct tape, we replace the duct tape.
Small, addictive, web.
The kind of game you open on a tea break and close 40 minutes later wondering where the time went. Browser-first. One-more-run loops. Polished until it clicks.

TIMBER
Tap. Chop. Survive. Climb.
Tap left or right to chop. Dodge falling branches. The longer you last, the further you climb the leaderboard, and the more heat you bring with you.
Three games.
Two to four months.
More details when they're ready to be played, not pitched.
A vertical
run-and-gun.
Synthwave jungle. Climb until you can't.
A top-down
arena.
Pick your build. Hold the line.
A boss rush
for speedrunners.
Five bosses. One run. No mercy.
Four steps.
No theatre.
The shortest path from "good idea" to "out in the wild". Most briefs land between 2 and 6 weeks.
Listen
I've been on the receiving end of enough briefs. Tell me what the room actually wants. We figure out together if it's worth shipping.
Sketch
Within a week: a playable sketch or a working tool stub. Wrong shape is cheap here, expensive later.
Ship
2 to 6 week cycles. Public progress. The community plays it before the world does.
Stay
I don't ghost. Tuning, leaderboard ops, follow-ups, whatever the community asks for once it's live. Same person who shipped it, still in the chat.