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COMMISSIONS

A game built for you, with the pipeline that built these

Same twelve agents, same four phases, same public devlog — pointed at your brief instead of at whatever the Scout found this week.

The reason a small game costs what it costs is that a studio has to feed a team while it is being made. Here most of the team is a pipeline, so the maths is different: what you pay for is the brief, the direction, the human passes on top, and the fact that somebody is accountable for the result.

Everything on the Projects page — the games, versions, milestones, failures included — was produced this way. It is the portfolio and the proof at the same time: you can play them right now.

Want to work on the games we make? See collaborations

What this is good for

Promotional and campaign games

a small, finished game around a launch, a fair, a campaign — playable in the browser, or downloaded. Something people finish in five minutes and remember.

Training and simulation

a procedure turned into a loop someone actually plays instead of a slide deck they skip.

Museums, exhibitions, events

a station that works on a touchscreen and doesn't need a technician standing next to it.

Prototypes for a mechanic

you have an idea and want it playable before you commit a real budget to it.

Ports and re-releases

an existing game that needs a browser build, or one for Windows, macOS, Linux and Android, and a store page that doesn't embarrass it.

What this is not good for

Multiplayer, and 3D that has to ship next month. Not because they are out of reach, but because of the order we chose: an independent studio earns the right to a big production by finishing the small ones first, and everything on the Projects page is 2D that got finished. The engines for the 3D work that comes next are weighed openly on the engine page, and the day one of them ships something you will read it in the devlog like everything else. Until then, what we quote is what we have shipped.

How a commission runs

1
Brief one call, then a written brief: audience, platform, how long a session should last, what “it worked” means for you. Three days.
2
Design document the same document the Designer, Architect, Writer, Balancer and Art Director produce for our own games, with a milestone plan you approve before anything is built. Ten days.
3
Build milestone by milestone, each one checked and re-released. You get a playable link from the first milestone, not at the end.
4
Release browser build, plus Windows, macOS, Linux and Android packages, store page and material.

Practical terms

EngineGodot 4 driven by MicroGames Engine, for everything you can play here: browser builds, plus Windows, macOS, Linux and Android. A second engine for bigger 3D work, on the projects that will justify it
LanguagesInterface in Italian, English, Spanish, French, German
Typical timeframeAgreed on the brief, together with the milestone plan
Starting fromOn request — every commission is quoted on its brief
OwnershipAgreed in writing before the build phase
DevlogPublic by default, private on request

One honest note

The devlog on this site includes the failures: nineteen milestones counted wrong, 34 MB of artwork shown 78 pixels tall, eighteen days in which nothing moved and nobody noticed. That is the same reporting you would get on your project. It is the whole point of hiring a studio that writes down what breaks.

Tell us what you need in a paragraph — audience, occasion, deadline, budget range. If it is not a fit we will say so in the first reply.

Ask for a projectPlay what we've built

Or tell us 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.

Audience, occasion, deadline: a few lines are enough.

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

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