Happy accidents, shipped.

A one-person game studio in Denver, Colorado.
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00
00 / The pitch

When I was a kid I wanted to make games that make people happy. Now I do, with a lot of help from AI tools, an alarming amount of coffee, and zero adult supervision. Some of it is on purpose. Most of it is a happy accident. We ship those anyway. Two games so far. Both co-op. Both terrible for friendships.

Yes, AI helps. It's a power tool, not a personality. I still decide what's fun, what's funny and what gets cut. (A lot gets cut. Mostly horse stuff.)

Night stop

The No-Tell Motel

Eight rooms of things to mess with. The VACANCY sign works. Mostly.

The crew

Everyone gets a seat

Opinionated animals, one sedan, and a driver who should really be watching the road.

The cargo

Cake, jerrycan, dog

Whatever the job is, it is in the back seat and it is your problem.

Co-op chaos

Fix it mid-drive

Watch the pattern, repeat the pattern, keep the car on the road. Somebody has to.

Horsin' Around

Playtest seats open

Buckle up.
Someone should
be driving.

Get a seat
Nine Circles IX

A co-op deckbuilding roguelike.
A descent through Dante's nine circles of hell, with friends.

"How much of yourselves will you spend to go one circle deeper?"
Boss 01

Charon

The ferryman. Cash only, and he does not give change.

Boss 02

Cerberus

Three heads, zero patience, one very loud opinion about your build.

Boss 03

Minos

Judges you, then wraps you up in your own verdict.

Final boss

Lucifer

Cold, patient and extremely rude. Bring friends.

CONDEMNED

The CondemnedChoose your path

The CantorThe CantorCombo
The BlasphemerThe BlasphemerImprov
The ExecutionerThe ExecutionerExecution
The GamblerThe GamblerHigh-risk
The HereticThe HereticGlass cannon
JudgmentJudgmentControl
The OracleThe OracleControl
The PenitentThe PenitentBruiser
The UsurerThe UsurerTempo
The WardenThe WardenEnergy tyrant

Descend together.
Regret together.

The studio

Hi, I'm Mike.
Mistakes were made.

I'm a game developer in Denver, Colorado, and this is the whole studio. When I was a kid I wanted to make games that made people happy. I'm 100 percent doing that now, and 40 percent of the time it works the way I planned.

Here's the honest version of how it's made: AI tools help with code, art passes, and the occasional 3 a.m. naming crisis. I'm the one steering. I pick what stays, what's funny, and what gets deleted before anyone sees it. If something is weird, that's me. If it's broken, also me, with assistance.

2Games in the works
1Human, plus robots
9Circles of hell

Playtests and news

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