The studio began in the winter of 2016, when six developers left larger houses in Utrecht and Stockholm and rented a cold-water workshop above a bicycle repair shop. The first eight months produced nothing shippable — only a lighting engine, a folder of maps, and an argument about doors that lasted three weeks. We consider all three foundational.
What we learned in that workshop still governs everything on this floor: worlds are not assembled from features. They accrete, like sediment, from thousands of small decisions that each answer the same question — would this exist if no player were watching? The tavern ledger nobody reads is written anyway. The mountain pass has weather whether or not you cross it.
We ship rarely. We cut generously. We would rather release one place worth returning to than five worth forgetting.