Studio notes

A closer look at making games.

Thoughts on mechanics, fairness, puzzles and the small decisions that shape a game.

Studio note

Why Tallyfall starts with a limit

A game about stopping at exactly the right moment turns a simple rule into a whole run of decisions.

Design note

Fairness is part of the design

For the Fair games, the question is not only whether a hand is fun, but whether it can be checked afterwards.

Studio note

Ten small worlds, ten different questions

The catalogue moves from card tables to sudoku, railways, heists and traps — each project begins with a different curiosity.