Press & creator kits
3Cats Studio — press.
Kits for our published titles — fact sheets, copy blocks, spoiler-safe screenshots, and permission to cover. Everything here is cleared: record, stream, and monetize freely.
Title 01 · out Wed Aug 19, 2026
All Time High
A moral-descent finance thriller told through your phone, your feeds, and a live trading terminal. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisHow far would you go in a mania? Every choice has a ledger. Every gain has a price.
A live candlestick market (IDX / SAFE / $FROTH / $VELA) inside a narrative game — the finance-thriller differentiator. Every capsule, screenshot, and clip leads with the terminal.
Copy blocks
ready to quoteA 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 has a price. Six endings. How far will you go?
All Time High is a text-based thriller about the hunger to get rich. You install home theaters in hillside mansions and watch other people’s money grow on the wall — until, with $200 of grocery money, you buy your first coin and feel the first hit. A boutique fund notices you. A memecoin turns a joke into a fortune. A private token offers you the inside of a room you were only ever hired to wire.
You read the story on the surfaces where the mania actually happens: a group chat, a news feed, a live trading terminal, a bank notification at 2 a.m. There’s no combat and no map — just choices, consequences, and a number that keeps climbing until it doesn’t. Four hidden variables quietly track who you’re becoming, and six distinct endings each name what it cost.
- A story told entirely through the interface — messages, feeds, email, and a market terminal you actually trade.
- Choices with a ledger: hidden cash / greed / integrity / heat track your descent. The story remembers.
- A scripted market you trade — buy/sell moments move your net worth and bend the story.
- Six endings — clean exit, exile, a federal knock, the fall guy, the whistleblower, rock bottom.
- Adaptive music that shifts with the market and the tension, layer by layer.
- A finishable one-shot (2.5–3.5 h), built to replay for the endings you didn’t take.
- Fully offline, single-player. 10 languages.
STONKS-9800 · Emily is Away · A Dark Room · Slay the Princess — story-rich, choices-matter interactive fiction where the interface is the game.
Screenshots
spoiler-safeFull asset pack — capsules, the complete screenshot set, wordmark logo, and trailers (launch ~44 s, teaser 13 s, terminal hero GIF, and a 9:16 vertical clip) — available on request. Email info@3cats.studio and we’ll send the media kit. Mobile store screenshots (iPhone & iPad) are in the media kit on request. The launch trailer is embeddable straight from YouTube. Store capsules and screenshots are also public on the Steam page.
Title 02 · out Wed Nov 11, 2026
Dear Nobody
An epistolary romance × the uncanny, played at a wartime censor’s desk. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisEvery word you strike is struck from the relationship itself.
The censor’s desk IS the interface — read, redact, stamp. The most intimate choices are the ones you cross out. And the correspondence has begun, impossibly, to answer your pen.
Copy blocks
ready to quoteYou are a censor in a nameless war, blacking out the letters of two lovers who have never met. Their whole romance lives on paper — so every word you strike is struck from the love itself. Then the letters begin, impossibly, to answer your pen. A melancholy epistolary romance. Six endings.
You are a woman at a censor’s desk, far behind a nameless front. Across your desk pass the letters of two strangers — pen-pals who have never once met, who know each other only through the words they send. You hold a stamp, a pen, and a book of regulations, and it is your work to strike out anything a soldier must not know.
But these two have nothing but the letters. Cross out a line and it is gone from their love, not just from the page. Then a letter answers a question you only asked with your pen; a line you struck weeks ago returns, uncrossed, in another hand; and one thread stops writing to the front and starts writing to you. The game never says whether the paper is haunted or whether you are simply coming apart at your own quiet desk. You decide what you believe.
- A redaction mechanic you feel in your chest — censorship as a love language, and a weapon. The most intimate choices are the ones you cross out.
- Six endings drawn from two fates at once — what becomes of the lovers, and what becomes of you.
- A quietly uncanny story that never explains itself: realistic on the surface, wrong underneath.
- A copybook — save a single line from a letter before it leaves your hands forever; some come back to matter.
- A living document, not a menu — the paper cools and the lamp dims as the story darkens.
- Fully offline, single-player. A quiet night or two (2–4 h). 10 languages.
Slay the Princess · Scarlet Hollow · Roadwarden · Papers, Please — story-rich, choices-matter interactive fiction where the interface is the game.
Screenshots
spoiler-safeFull asset pack — capsules, screenshots, wordmark, and the hero clip — available on request. Email info@3cats.studio for the media kit and an embargo key. The teaser is embeddable straight from YouTube. Store capsules and screenshots are also public on the Steam page.
Title 03 · out Wed Oct 28, 2026
1453: Fall of Constantinople
A choice-driven, illustrated historical novel of the siege — four witnesses, both sides of the walls, and their accounts don’t agree. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisEveryone knows the city will fall. No one knows who they’ll be that day.
Four witnesses live the same fifty-three days from both sides of the walls — and their accounts don’t agree. The game shows its sources after every chapter and never says who was right. Every ending is someone’s truth.
Copy blocks
ready to quoteConstantinople, 1453. Four witnesses — a janissary, a baker’s daughter, an engineer, a noble — live the same 53 days of the siege. Choices cross between their stories, and the city remembers. An illustrated, choice-driven historical novel where every ending is someone’s truth.
Venice, 1500. Anna Notaras — daughter of Byzantium’s last great duke, who left before the end and spent fifty years ransoming its survivors — is writing down testimonies of the siege. Four witnesses sit at her table. Their accounts don’t always agree. She writes them down anyway.
All four share the same fixed calendar, April 6 to May 29. Choices cross between testimonies — mercy shown in one story becomes an ending in another; a bribe paid at court becomes the boat a girl might board on the last morning. The tension is never whether the city falls — it’s who you will be when it does.
- Four deep routes with 5–6 distinct endings each, plus a frame story that binds them.
- Cross-story memory — completed testimonies visibly change scenes, choices, and endings in the others.
- The sources codex — after every chapter the game shows its cards: eyewitness diary, later chronicle, or legend. Honesty about contested sources is a feature, not a footnote.
- Both sides carry equal weight — Ottoman and Byzantine lives written with equal care; no side’s ending is the “true” one.
- A living visual world — over a hundred painted-realism illustrations and ambient motion vignettes.
- An adaptive score moving between mehter rhythm and Byzantine chant as the walls and the days wear down.
Pentiment · Roadwarden · The Life and Suffering of Sir Brante · 80 Days — story-rich historical interactive fiction that treats its sources seriously.
Screenshots
spoiler-safeFull asset pack — capsules, the complete screenshot set, and the trailer — available on request. Email info@3cats.studio for the media kit. The trailer is embeddable straight from YouTube. Store capsules and screenshots are also public on the Steam page.
Title 04 · out Wed Nov 18, 2026
Please Confirm the Deceased
A gatekeeper horror game about procedure — a night-shift morgue intake desk where the paperwork and the body have to match, and a rulebook that grows a page every shift. Cleared for coverage — record, stream, monetize.
Fact sheet
at a glanceThe hook
lead with thisThe paperwork says one thing. The body says another. Sign anyway.
A bell rings, a file comes through the hatch, and a covered gurney rolls into the bay. Your job is written down and it is simple: confirm that the paperwork and the body are the same thing. The horror is not what is under the sheet — it is the form that is nearly right, the weight that is nearly correct, and the rulebook that keeps growing pages you would rather not have read.
Copy blocks
ready to quoteNight shift at the municipal morgue. Bodies arrive with paperwork, and the paperwork has to match the body. Weigh it, measure it, take its temperature — listen to its chest. The rulebook gains a page every night, and some of what you sign in does not stay signed in.
You are the new night clerk at a municipal morgue in a city that produces more bodies than it can explain. Death certificate, transfer manifest, personal effects, a polaroid — names, weights, causes, signatures, and one of them may be lying. You have a scale, a measuring tape, a thermometer, a UV lamp, and a stethoscope for the nights when you need to be certain.
The rulebook starts at three pages and grows every shift, and the newest page always overrules the older ones — which is how a rule you learned on Monday quietly becomes wrong on Thursday. Sign, and the choice is yours: accept and assign a drawer, quarantine, reject, or call your supervisor while you still have a call left. A mistake does not end when the shift does.
- Seven nights of intake — roughly two and a half to three and a half hours, written in advance and procedurally dealt, so no two clerks work the same shift.
- Five instruments — scale, tape, thermometer, UV lamp, stethoscope. A pulse where there should not be one is the whole thesis in one instrument.
- A rulebook that grows, newest page first — and the newest page always wins.
- It remembers. Accept what you should have turned away and the room notices. On a later night the hatch opens and the name on the file is one you have already processed.
- A wage you spend. Correct signatures pay, wrong ones cost, and between shifts you buy the equipment the job does not provide.
- Four endings, and the one you reach is the one your signatures earned.
Papers, Please · That’s Not My Neighbor · No, I’m Not a Human · Do Not Feed the Monkeys — procedural gatekeeping where the dread is in the paperwork.
Screenshots
on requestThe screenshot set for this title is being re-captured against the final desk art and is deliberately not published here yet — we would rather send you a shot that matches the shipping game than one that does not. The full asset pack — capsules, screenshots, and the trailer — is available now on request. Email info@3cats.studio.
Title 05 · out Mon Nov 30, 2026
The Previous Owner
A cozy shopkeeping sim with something wrong in the margins — you inherit a London bookshop and the rule that came with it. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisScreenshots
on requestFive 1920×1080 stills are live on the Steam page and available at full resolution on request — the shop in lamplight, the margins, the back rows, the counter and the caller at the door.
Title 06 · out February 2027
Per My Last Email
A workplace horror story told entirely in an inbox — ten business days of email in which what you say matters less than who you let read it. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisScreenshots
on requestSix 1920×1080 stills are live on the Steam page and available at full resolution on request. The trailer is on the store page and embeddable from there.
Title 07 · out February 2027
Town Hall
A civic-desk game about a stamp that makes things true — permits, licenses, names, deaths. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisScreenshots
on requestFive 1920×1080 stills are live on the Steam page and available at full resolution on request. A trailer is in production and will be added here when it is on the store page.
Title 08 · out Q1 2027
The Off-Season
A closed seaside hotel in winter, one rule pinned above the desk, and somebody knocking — you decide who gets a key, and which room. Cleared for coverage — record, stream, and monetize freely.
Fact sheet
at a glanceThe hook
lead with thisScreenshots
on requestFive 1920×1080 stills are live on the Steam page and available at full resolution on request. A trailer is in production and will be added here when it is on the store page.
Permission to use
creators & pressCreators and press are welcome to record, stream, and monetize videos of All Time High, Dear Nobody, 1453: Fall of Constantinople, and Please Confirm the Deceased, The Previous Owner, Per My Last Email, Town Hall and The Off-Season (and their demos or embargo builds). Screenshots and capsule art in these kits may be used in coverage.
All Time High and Dear Nobody are works of fiction; any resemblance to real people, assets, companies, wars, or nations is coincidental. All Time High is not financial advice. 1453 is historical fiction built on contested sources — its in-game codex flags every major event as attested, rumor, legend, or disputed.
How these games are made
so you don’t find out after you publishImages, music and voice are AI-assisted with human editorial control; text and code are human–AI co-written.
Happy to say exactly which parts of a given title, if it matters to you — info@3cats.studio.