01The bet
A game about systems, not decorations.
Players route conveyors, connect machines and meet production quotas while the workshop grows around them. The Christmas setting is warm; the underlying problem is throughput, legibility and failure recovery.
02The public build
The build log is part of the product.
I have been showing the awkward middle: changing the art direction, rebuilding systems and trying to finish a commercial game on a deadline. The videos make the decisions inspectable rather than presenting a suspiciously inevitable final result.
03The test
A demo means strangers can break it.
The Steam demo turns design opinions into observable behaviour: where players stop, what they misunderstand and whether the factory remains readable once several machines are moving at once.
