For developers
The Game Studio Kit.
There are a hundred guides on how to make a game. Almost none of them tell you what happens after it works — the store page, the capsule art that gets your wordmark sliced in half, the trailer a platform quietly refuses, the press mail that dies in an ad-sales inbox. This is the system we use for both halves, handed to your coding agent instead of to your reading list.
What’s inside
files, not a courseSteam · the App Store · Google Play · itch — from one codebase. The project inside packages for desktop with Electron and for iOS and Android with Capacitor, and there is a release playbook for each store — because the thing that catches people out is never the code, it is the fourth different review process asking for the ninth different asset size.
Nineteen operational playbooks. Steam retail end to end, Google Play, the App Store, capsule and trailer capture, press outreach, curators and keys, festivals, soundtrack revenue, communities and social, asset licensing, QA, and a 37-item release test script that says how each item fails.
Twenty-one runnable checks. Not advice — commands that exit non-zero, so a mistake stops at your terminal instead of at a store’s review queue. Several print what they structurally cannot see on every run, because a check with nothing to check reads as green.
A game project that already works. Install it, test it and package it on day one — before you write a line of your own game.
And it keeps growing. Every future version is included. When we learn something expensive, it goes into the playbook it belongs in and lands in your library.
Or we make the game
tell us about itWould you rather someone else built it? Tell us about the game. We are a small studio that takes story-first games end to end — writing, design, code, art, music, and the whole store-and-launch half this kit documents.
How to start. Tell us what you are making, where it is now, and where you want it sold. A rough idea is enough — you do not need a design document, a budget or a deadline to send the first message.
What we bring. The same system this page sells, already running — the engine, the release discipline, the store work and the launch, on a title we take from a sentence to a shipped game.
Just want a hand with the kit? If you have bought it and something will not run, or you are not sure where your project fits, write and ask. That is usually a short conversation rather than a job.
Who made it
a studio that ships gamesEvery playbook here was written from something that actually happened while shipping ours, including the expensive parts: a store page that claimed one thing while the credits filed with the platform said another, endings that drew the wrong picture, a trailer a transcoder refused, a build certified by the wrong test. Every one of those is a page in there now, so it costs you an afternoon instead of a launch. See what we make →