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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

Original music and sound

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.

Hand-made art on top of generated art

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.

Playtesting that isn't code reading

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.

Translation and localisation

We ship in English and Italian. Spanish, French and German exist in some builds and deserve a real pass by someone who speaks them.

Publishing and distribution

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.

Engine and tooling

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

1
You write. One paragraph on what you do and what you'd want to touch. Links beat a CV.
2
We answer within five working days, including when the answer is no — with the reason, the same way the Analyst agent has to write down why it rejects an idea.
3
We agree scope and terms before anything is made: what you deliver, when, what it costs, who owns it.
4
Your name goes on it — on the game page, in the credits, and in the devlog entry that describes the work.

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.

Email, profile, number — whichever you prefer.

Up to three links. They beat a CV.

Up to 10 MB. Images, audio, video, PDFs, text files.

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