
The studio's anchor engagement — four years of co-development from pre-production prototype through launch, console port and post-release support, drawing on almost the entire roster at peak.
Partner studio: Puny Human
The long-awaited fourth entry in a foundational party-based dungeon-crawler series, funded by 33,741 backers at over $1.5M. Over 40 hours of narrative across a world of puzzles, riddles, traps and encounters, with 21 playable character permutations and more than 350 fully voiced non-playable characters.
Following the crowdfunding campaign, the partner needed development capacity to begin the sequel while its own teams finished existing projects — starting with a six-month prototype and extending into full production. Significant pre-production remained: core gameplay mechanics and quest structures were unfinalized, characters and environments unprototyped, and schedules could not be set until development groundwork existed. Backer expectations required a steady cadence of visible, playable progress throughout, against a stream of contradictory community design input.
The engagement opened as a six-month prototype and grew into a four-year co-development partnership, ultimately drawing on nearly every artist and engineer on the roster. The team completed pre-production alongside the partner and transitioned the project into full development.
A grid-based combat system was designed and implemented, carrying combat stances, character combinations, mana management, charge-up attacks and counter-attacks. Engineers took on much of the game's programming and optimization, built the build pipeline and delivered the Xbox One port. Artists produced puzzle weapons and items, environmental models, concept art and marketing art, while designers built interactive puzzles and implemented user-interface features.
Rapid vertical slices were produced throughout for backer updates, with in-depth documentation and visuals supplied to the partner for the campaign. Playable Alpha and Beta builds were shipped to backers and iterated on. Work continued after release on updates, optimizations, new features and additional platforms.
Engine: Unreal Engine 4.



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