COLLABORATIONS
Twelve crafts are agents. The thirteenth might be you.
The pipeline builds games on its own, end to end. It is still bad at a handful of things, and those are exactly the things worth doing together.
Every game on this site was researched, designed, built and released by a chain of agents — twelve roles across four phases, all documented on The studio page. That part works. What the chain cannot do is have taste that wasn't trained into it, own a soundtrack, hold a licence, or vouch for a game in front of an audience that already trusts someone.
So collaboration here is not “help us code”. The code is the cheapest part. It is the things a pipeline structurally cannot produce.
Looking to have a game made instead? See commissions
What we are actually looking for
The Sound Designer agent specifies when a cue should play and what it should do. It does not write music that anybody remembers. If you compose, there is a game here that needs a theme.
Generated sprites get us to playable. Key art, a character that has to carry a whole game, a title screen someone screenshots: those still want a human.
The Tester agent hunts dead ends by reading the source. It has never been frustrated, bored, or confused, which are the three things we most need reported.
We ship in English and Italian. Spanish, French and German exist in some builds and deserve a real pass by someone who speaks them.
Storefronts, bundles, curators, festivals. If you move games in front of people for a living, we have a shelf of finished games and very little reach.
Godot plugins, export pipelines, build automation. The scaffolding around the Builder is now MicroGames Engine, and the engine page says openly where it is still thin. The next step is a second engine for the 3D this studio intends to grow into: if you have shipped with Unreal Engine, that is the emptiest seat in the room.
What we are not looking for
An agent with nothing to do is a place where the pipeline breaks — the same is true of a collaborator with nothing to own. So: no unpaid “exposure” work, no revenue-share on a game that isn't finished, no NDAs before a first conversation. If a piece of work is worth doing it is worth agreeing terms on, in writing, before it starts.
How it works
Write to us with the game or the area you're interested in. If you already have something to show, send the link and skip the introduction.
Write to usSee the games first
Or write from here
It lands straight in the studio panel. We answer within five working days, including when the answer is no.
