← 3Cats Studio

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.

All Time High — the live trading terminal

Fact sheet

at a glance
TitleAll Time High
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseWed Aug 19, 2026
PlatformsWindows · macOS · iOS
Price$5.99 USD (Steam)
MobileFree to start — Act I is free, a one-time $3.99 unlock opens the full story. No ads, no subscriptions. On iOS now; Android to follow.
LanguagesEnglish · Türkçe · 简体中文 · 한국어 · 日本語 · Deutsch · Español (LatAm) · Français · Русский · Português-BR (10)
Length2.5–3.5 h · one-shot novella · 11 chapters · 6 endings
DemoFree Act I (~40 min), live now on the store page
Press contactinfo@3cats.studio

The hook

lead with this
One-liner

How 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 quote
Short description (tweetable)

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 has a price. Six endings. How far will you go?

Description (long)

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.

Features
  • 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.
For fans of

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-safe
The live trading terminal Prose and choices A chapter card

Full 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.

Dear Nobody — the censor’s letter-desk, mid-redaction

Fact sheet

at a glance
TitleDear Nobody
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseWed Nov 11, 2026
PlatformsWindows · macOS
Price$7.99 USD
LanguagesEnglish · Türkçe · 简体中文 · 한국어 · 日本語 · Deutsch · Español (LatAm) · Français · Русский · Português-BR (10)
Length2–4 h · one-shot novella · 10 chapters · 6 endings
DemoNo public demo — press & creators get full embargo keys on request
Press contactinfo@3cats.studio

The hook

lead with this
One-liner

Every 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 quote
Short description (tweetable)

You 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.

Description (long)

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.

Features
  • 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.
For fans of

Slay the Princess · Scarlet Hollow · Roadwarden · Papers, Please — story-rich, choices-matter interactive fiction where the interface is the game.

Screenshots

spoiler-safe
The censor’s letter-desk — a letter open for reading A wartime letter-sorting hall, lit by a single lamp Dear Nobody key art

Full 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.

1453 — the army drawn up before the Theodosian walls at dawn, a testimony page open

Fact sheet

at a glance
Title1453: Fall of Constantinople
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseWed Oct 28, 2026
PlatformsWindows · macOS
Price$9.99 USD
LanguagesEnglish · Türkçe · Ελληνικά · Français · Deutsch · Español · 日本語 · 한국어 · Português-BR · Русский · 简体中文 (11 at launch)
Structure4 testimonies · 5–6 endings each · a frame story that binds them
DemoPublic demo planned for Steam Next Fest, Oct 19–26, 2026
Press contactinfo@3cats.studio

The hook

lead with this
One-liner

Everyone 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 quote
Short description (tweetable)

Constantinople, 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.

Description (long)

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.

Features
  • 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.
For fans of

Pentiment · Roadwarden · The Life and Suffering of Sir Brante · 80 Days — story-rich historical interactive fiction that treats its sources seriously.

Screenshots

spoiler-safe
The night camp below the walls — a testimony page with a three-way choice The day of ships, watched from the shore 1453 key art — the siege camp at night under the walls

Full 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.

Please Confirm the Deceased — the night-shift morgue intake desk

Fact sheet

at a glance
TitlePLEASE CONFIRM THE DECEASED
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseWed Nov 18, 2026
PlatformsWindows · macOS
Price$7.99 USD · −10% launch week
LanguagesEnglish at launch
StructureSeven nights · 45 intakes · four endings
GenrePsychological horror · gatekeeper / inspection
DemoPublic demo planned for Steam Next Fest, Oct 19–26, 2026
Press contactinfo@3cats.studio

The hook

lead with this
One-liner

The 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 quote
Short description (tweetable)

Night 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.

Description (long)

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.

Features
  • 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.
For fans of

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 request

The 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.

The Previous Owner — a lamplit secondhand bookshop, the keeper standing on a worn rug between two walls of shelves

Fact sheet

at a glance
TitleTHE PREVIOUS OWNER
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseMon Nov 30, 2026
PlatformsWindows · macOS
PriceNot yet announced
LanguagesEnglish at launch
SettingLondon, 1994 · single-player
StructureA shop, the callers who knock at it, and a ledger that remembers every one
GenreCozy simulation · story rich · with a psychological-horror thread
DemoPlanned for Steam Next Fest, Oct 19–26, 2026 — confirmed at the Sep 28 go/no-go
Press contactinfo@3cats.studio

The hook

lead with this
One-liner“Shelve carefully, and do not read the margins.”
The pitchRun 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.
Why it is not a horror gameNothing chases you. The unease is that a dead man’s handwriting keeps turning up in books he could not have owned — and the game asks whether you keep reading.

Screenshots

on request

Five 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.

Per My Last Email — the emptied sixth floor, desks cleared, one monitor still lit

Fact sheet

at a glance
TitlePER MY LAST EMAIL
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseFebruary 2027
PlatformsWindows · macOS
Price$5.99 USD
Languages11 — English, French, German, Spanish (Spain & Latin America), Japanese, Korean, Portuguese (Brazil), Russian, Simplified Chinese, Türkçe
SettingAn emptied office floor · single-player
StructureTen business days of email — you choose what you say, then choose who sees it, and the routing is permanent
GenreAdventure · story rich · psychological horror in an inbox
DemoPlanned for Steam Next Fest, Oct 19–26, 2026
Press contactinfo@3cats.studio

The hook

lead with this
One-liner“The routing is permanent. Someone is still reading.”
The pitchYou are the new hire, and the account you inherited is not new — it belonged to E. Vale, who is no longer with the company. Ten business days of mail arrive. You choose what you say. Then you choose who sees it, and that second choice cannot be taken back.
Why the cc line is the mechanicMost inbox games are about what you write. This one is about who you add — the same sentence is a kindness, a betrayal or a paper trail depending on the recipients, and the game never lets you unsend.

Screenshots

on request

Six 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.

Town Hall — the clerk's desk and the harbour window behind it

Fact sheet

at a glance
TitleTOWN HALL
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseFebruary 2027
PlatformsWindows — macOS planned
Price$9.99 USD
Languages10 — English, French, German, Spanish (Spain), Japanese, Korean, Portuguese (Brazil), Russian, Simplified Chinese, Türkçe
SettingA half-empty harbour town · single-player
StructureA desk that opens at nine, the townspeople who reach it, and a basement file that explains why the town emptied
GenreSimulation · adventure · story rich
DemoNot yet announced
Press contactinfo@3cats.studio

The hook

lead with this
One-liner“Whatever your stamp approves becomes true.”
The pitchThe town is half empty, but the town hall still opens at nine and you are the clerk. Permits, licenses, names, deaths — what you approve is what happened. Everyone who reaches your desk brings a reason, and most bring money.
Why it is not a paperwork gameThe forms are the easy part. The pressure is that the record is not a description of the town — it is the town, and you are the only person who writes it.

Screenshots

on request

Five 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.

The Off-Season — the winter hotel's front desk and the dark coast beyond it

Fact sheet

at a glance
TitleTHE OFF-SEASON
Developer / Publisher3Cats Studio
Based inNetherlands
ReleaseQ1 2027
PlatformsWindows · macOS · Linux
Price$11.99 USD
Languages11 — English, French, German, Spanish (Spain & Latin America), Japanese, Korean, Portuguese (Brazil), Russian, Simplified Chinese, Türkçe
SettingA seaside hotel, October to March · single-player
StructureA season of nights at a front desk — who is given a room, which room, and what goes in the register
GenreAdventure · psychological horror · atmospheric
ContentWritten for adult players. Bleak, isolating, and frightening in places — and deliberately without violence, gore, blood, on-screen death, sexual content or nudity
DemoNot yet announced
Press contactinfo@3cats.studio

The hook

lead with this
One-liner“No guests, no exceptions. Then somebody knocks.”
The pitchYou are the winter caretaker of a seaside hotel nobody visits between October and March. The owner’s rules are pinned above the desk. Then somebody arrives off the last bus, in the rain, with cash and no booking — and you decide who gets a key, and which room.
Where the pressure comes fromNot from anything on screen. It comes from the register: you can take a guest’s money without writing the night down, and the season’s single thread is about the previous caretaker and what he left out of that same book.

Screenshots

on request

Five 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 & press

Creators 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 publish

Images, 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.

Press & hello. info@3cats.studio