Independent game studio · Amsterdam

Story-first games you can actually finish.

Choice-driven fiction with real consequences and an ending you earn. Two games out now, six more on the way — each written, designed, scored and built here.

All Time High key art — a hillside infinity pool above Los Angeles glowing at night
No. 01All Time HighOut now

Free demos on Steam

Seven of our games have a free demo on Steam. Play the opening, then wishlist the full game.

Release schedule

8 titles. Dates move only when a game needs them to — this table is kept current.

No.TitlePlatformsReleaseSteam
01All Time HighWindows · macOS · iOSOut nowBuy on Steam →
021453: Fall of ConstantinopleWindows · macOSOut nowBuy on Steam →
03Dear NobodyWindows · macOSNov 11, 2026Wishlist on Steam →
04Please Confirm the DeceasedWindows · macOSNov 18, 2026Wishlist on Steam →
05The Previous OwnerWindows · macOSQ1 2027Wishlist on Steam →
06Per My Last EmailWindows · macOSFebruary 2027Wishlist on Steam →
07Town HallWindows · macOSApril 2027Wishlist on Steam →
08The Off-SeasonWindows · macOS · LinuxQ2 2027Wishlist on Steam →
01

The catalogue

Every title brings its own colour; the shelf stays the same.

All Time High key art — a hillside infinity pool above Los Angeles glowing at night
No. 01 Out now

All Time High

“How far would you go in a mania? Every choice has a ledger. Every gain has a price.”

A moral-descent thriller told through your phone, your feeds, and a trading terminal. Chase a California fortune one “just one more trade” at a time — through a crypto mania where every gain costs something. Your choices write the ledger. Six endings.

WindowsmacOSiOS10 languages6 endings

Soundtrack

A work of fiction — depictions of trading and markets are dramatic fiction, not financial advice.

1453 key art — the siege camp at night under the walls of Constantinople
No. 02 Out now

1453: Fall of Constantinople

“Everyone knows the city will fall. No one knows who they’ll be that day.”

Venice, 1500. Anna Notaras is writing down testimonies of the siege, and four witnesses sit at her table — a janissary, a baker’s daughter, an engineer, a noble. They live the same fifty-three days from both sides of the walls, and their accounts don’t always agree. Your choices cross between their stories.

WindowsmacOSiOS & Android · coming soon13 languages4 testimonies

Soundtrack

Dear Nobody key art — a censor’s desk of wartime letters under a single lamp
No. 03 Coming Nov 11, 2026

Dear Nobody

“A war you never see. A love that exists only on paper. A pen that has started to answer back.”

You are the censor reading letters between two lovers who have never met — striking words from a wartime correspondence that begins, impossibly, to answer your own pen. Every word you cut is cut from the relationship too. Six endings.

WindowsmacOSiOS & Android · coming soon11 languages6 endings
PLEASE CONFIRM THE DECEASED key art — a night-shift morgue intake desk
No. 04 Coming Nov 18, 2026

Please Confirm the Deceased

“The paperwork says one thing. The body says another. Sign anyway.”

You work nights at a morgue intake desk. Bodies arrive with paperwork, and the paperwork is your job — check it, question it, stamp it, send it on. Most nights the two agree. The nights they don’t are the ones you will remember. Seven nights, forty-five intakes, and instruments that tell you things the forms do not.

WindowsmacOSPsychological horrorSeven nightsFour endings
The Previous Owner key art — a lamplit secondhand bookshop, the keeper standing on a worn rug between two walls of shelves
No. 05 Coming Q1 2027

The Previous Owner

“Shelve carefully, and do not read the margins.”

Run a secondhand bookshop in London, 1994. Every book remembers who owned it before — pressed flowers, letters, notes in the margins. Across books that should never have met, the same hand keeps writing. You inherited the rules with the shop.

WindowsmacOS11 languagesLondon, 1994Single-player
Per My Last Email key art — an emptied open-plan office floor at night, one monitor still lit
No. 06 Coming February 2027

Per My Last Email

“Every reply is two decisions, and the second one is the real one.”

You are the newest hire on floor four at Bellwether & Locke, and the account you inherited is not a new account — it belonged to E. Vale, who is no longer with the company. Ten business days of email. You choose what you say, then you choose who sees it: reply, reply-all, forward, CC, BCC. The routing is permanent and it goes in your file. A CC that seemed polite on Day 2 is evidence on Day 9.

WindowsmacOS11 languagesTen business daysSix endings
Town Hall key art — a clerk’s desk with a rubber stamp and a wax seal, the half-empty harbour town through the window
No. 07 Coming April 2027

Town Hall

“Whatever you stamp becomes true.”

Most of the town has left, but the town hall still opens at nine. You are the clerk — the mayor is unreachable, the council hasn't met in two years, and the seal on your desk still works, which makes you the government. Permits, licenses, certificates of birth and death: the paper is a claim, your stamp is the fact. Then step out to the town map and visit what you signed — the reopened bar, the condemned house, the pier that is suddenly private property.

WindowsmacOSFirst-person 3D11 languagesSingle-player
The Off-Season key art — a shuttered seaside hotel seen from the promenade in winter rain at dusk, one upper window still lit above the dark sea
No. 08 Coming Q2 2027

The Off-Season

“The hotel is closed for the winter. You have the keys.”

You are the winter caretaker of a seaside hotel nobody visits between October and March. The owner is away until spring and her rules are pinned beside the key board in her own handwriting: no guests. The season still has an instalment to make and the boiler eats oil. Then somebody knocks: after the last bus, in the rain, with cash and no booking, and a reason they would rather not give. You decide who gets a key, and which room.

WindowsmacOSLinux11 languagesSingle-player
02

Studio

A small independent studio with full editorial control. Every part of every game — story, design, music, code — is crafted in-house, start to finish.

1

Endings you earn

Choice-driven fiction with real consequences. No filler middles, no abandoned arcs — a story you can actually finish.

2

One engine, many worlds

A shared narrative engine carries the craft from title to title, so each new game ships sooner.

3

Made in Amsterdam

An independent studio. Small team, full editorial control, craft in every detail.

03

For developers

We also sell the system we run on. The playbooks, the release discipline and the runnable checks a small studio actually uses — in a form your coding agent can execute rather than summarise.

1

The Game Studio Kit

Nineteen operational playbooks, twenty-one runnable checks and a game project that already installs, tests and packages. Steam, the App Store, Google Play and itch — from one codebase. What’s inside →

2

Or we make the game

Would you rather someone else built it? We take story-first games end to end — writing, design, code, art, music, and the launch. Tell us about it →

04

Newsletter

There’s always another one.

Steam will tell you about the game you already found. This tells you about the next one — and we finish one every few weeks.

05

Press & hello

For press enquiries, keys, interviews — or just to say hi:

info@3cats.studio