The skipper
Runs the studio, checks the handling. Years of real boats and a lifeboat station behind him. If the physics feel wrong, they don't ship.
A family games studio · South coast of England
Three of us, one desk, and a rule: if it isn't satisfying to get good at, it doesn't ship. First title lands in 2027.
You're on the list. One email when it's out, nothing else.
No spam. No newsletter. Just the launch.
We build in the evenings, around homework and a day job. Each of us brings something the others can't, which is the only reason any of it works.
Runs the studio, checks the handling. Years of real boats and a lifeboat station behind him. If the physics feel wrong, they don't ship.
Writes the code. Computing student, quietly terrifying with a debugger. Owns the build, the bugs and the argument about tide vectors.
Decides how it looks and how it feels to hold. Screens, sound, the moment you nail it. Also the first person to say "that's boring".
Park a 40-foot yacht in a crosswind. Feel the tide set you sideways, the prop walk kick your stern, the fenders squeak. Then do it clean.
Six boats. Harbours across Europe. Wind and tide modelled by people who've done it for real. No ads.