10k Game Studio
Where stories earn their place in the build
We care about characters you remember, worlds you want to stay in, and reasons to play past the first session. The studio is deliberately moving toward a Godot 4-first pipeline: narrative-rich action, cozy systems, and careful scope — the kind of indie work that feels less like a disposable mobile loop and more like the show you finish in one weekend.
That does not mean “pixel art only” or “one genre forever.” We ship puzzlers and tower defense, hidden-object teaching games and space haulers, visual novels and ARPGs — but each project has a spine: intent, tone, and craft you can feel in the first ten minutes.
Shipped & live
Players can try us today
CrystalMines (Godot 4), GemStrike (Defold), and CastleLast (Godot 4) each have a studio page with a Play on itch.io button. Everything else on the games page is in active or planned production — queue order is real, even when dates slip.
Engines
Tools match the game
- Godot 4 — primary engine for most upcoming titles: 2D and selective 3D, from cozy roguelites to top-down ARPGs and the eventual cozy space hauler.
- Defold — kept for lean web-friendly games and content-heavy 2D where the stack already fits (e.g. match-3, visual-novel scope).
- Unreal Engine 5 — reserved for long-horizon projects (e.g. first-person narrative ambition); not the day-to-day focus while the Godot queue ships.
Principles
How we work
Spec before hype
GDDs, step lists, and owned asset trails — we prefer a boring plan that ships over a loud pitch that does not.
One universe, light touch
Games may nod to each other through items, posters, and lore — Easter eggs, not a mandated cinematic universe.
Japan-facing taste
Several projects lean on Shinto mythology, language learning, or design philosophy — handled with curiosity and research, not caricature.
Players first
itch.io, Steam, and Play where it fits — clear demos, fair pricing, and builds that respect your time.