The default mode for a new games studio is to raise money as fast as possible and grow as fast as possible. We’ve chosen something else. This is a note on why.
Replace with real content before publishing.
The case for slow
Speed is expensive in ways that don’t show up on the balance sheet. Hiring before you know what you’re making buys headcount you don’t need yet. Raising money before you have leverage sets valuations you’ll regret. Shipping before the game is ready burns the goodwill you can’t buy back.
What this means in practice
We’re self-funding the studio for as long as it makes sense to. Two founders, no employees, no pressure to announce on anyone’s schedule but our own. When the first game is ready, it ships. Until then, we build.
What we’re not doing
No Patreon. No early access as a funding mechanism. No wishlist farming via fake Steam pages. The game announces when we have something worth announcing.