A game studio, est. September 2026

AI Slop, with love.

One human, a crew of language models, and seven games that are funnier than they have any right to be. We make city builders, arena shooters, 16-bit adventures and a cockpit space war, and we play every one of them before we believe it works.

Mission

This all started as a learning experiment. And one day Claude Opus made an entire working game out of a single prompt. That became Hero of Tiles.

From basic web games, to games with a real engine (Godot and Unreal Engine 5), and finally on to a full studio with both commercial and local LLMs running most of the things.

AI is here to stay. But maybe if we put a few more humans in the mix, we can make it suck less.

Chaz Anderson, studio head

The games

Seven projects, two shared universes, one bible each. Playable builds are coming; until then, the status badge is the truth.

Vice Mayor: an isometric town at midday with a treasury, slush fund, approval and federal Heat readouts along the top.

Vice Mayor

Playable, team buildPG-13

An isometric city builder with a vice layer. Zone, power and water your town, then decide whether the Red Light district pays taxes or kickbacks, how much federal Heat you can stand, and what WVMR plays while it all burns down.

Browser, plain JavaScript. Every building drawn in code, every sound synthesized. Port Indulgence universe.
Uncut Tournament: a neon-lit nightclub arena with a glowing dance floor and the words First Blood on screen.

Uncut Tournament

Alpha 0.1PG-13

A late-nineties-style arena shooter. The Velvet Union are the heroes and the toughest team, Snow is the power-up, and the final boss is the Vice Mayor. A human has completed the Tournament to the credits.

Browser, WebGL2. Every texture, model, sound and song generated in code. Port Indulgence universe.
Hero of Tiles: Night Shift: a 16-bit motel courtyard with a pool, palms and the hero on the path.

Hero of Tiles: Night Shift

In productionPG-13

A 16-bit action-adventure sequel set in Port Indulgence. You work nights at the Motel Paradiso, and punching the clock flips the whole town from day to night. The opening is playable.

Browser, plain JavaScript. Autotiled terrain, six original songs. Port Indulgence universe.
Hero of Tiles: an NES-style overworld screen with green bushes, a hero in purple and a hearts counter.

Hero of Tiles

Frozen

The first game: an eight-bit action-adventure with a scrolling overworld, a sword, a boomerang and a four-channel chiptune soundtrack. Made from one prompt in September 2026 and kept exactly as it was, because it is the proof.

Browser, plain JavaScript. Its own world; not part of Port Indulgence.
Port Indulgence: Reboot: a wet neon street at night under pink and teal light, a lone figure in the distance.

Port Indulgence: Reboot

Pre-productionR

A co-op extraction shooter for one to four players. Night Auditors jack into the Back Office under the city, card the programs they knock down, and get out before End of Business. The Phase 0 toy runs; the slice is next.

Unreal Engine 5. Port Indulgence universe.
SECTOR 4  ASHGROVE BAY     NIGHT 3   02:41
QUEUE  3   UNITS FREE 2/7

CALLER  Lantern Row and Verity Hill. There's
        a van. It's been there an hour.
YOU     Which corner, sir?
CALLER  The... the east one.
NOTE    Lantern Row has one eastern corner,
        and it is not Verity Hill.

[ DISPATCH ]   [ LINK ]   [ FLAG ]

Night Dispatch

In production

A narrative dispatch game. You run the overnight emergency radio desk: calls arrive, transcripts reveal a line at a time, you cross-reference a logbook and a map, then dispatch, link or flag. At 07:00 the report tells you the truth about your mistakes.

Godot 4, Windows and Linux. Three nights final, four in draft. Its own universe.
Clod Commander: a cockpit view of a dark orange nebula with a flight reticle, speed and throttle readouts.

Clod Commander (working title)

Pre-productionPG-13

A single-player cockpit space combat game with a war story. You fly for the Reach Militia from a carrier delivered seventy years late and seventy percent finished, against the creditors' fleet that has come to foreclose on your home. The roster is the score.

Godot 4.7, PC. Built by a staffed roster of models. Its own universe, the Reach.

How it works here

One human merges everything

Every change is a pull request with tests that ran. Chaz plays the build, says what is wrong, and merges or does not. Nothing ships because a model said it was fine.

Models have job titles

A studio head, a gameplay programmer, a systems programmer, an art lead, a composer, QA and a fresh-eyes reviewer, each a different model picked for the job, each named in the commit it wrote.

Local where it counts

The bulk writing and first-pass reviews run on open models on the studio's own PCs. The big decisions go to the big models. The cheapest model that does the job well gets the job.

Everything is original

No asset packs, no borrowed music. Buildings, sprites, textures and songs are generated in code or drawn for the game, and every song is checked for resemblance to anything real before it ships.

The story so far, as Claude tells it

Contact

Email

Playtesting, press, partnerships, or a polite note that something is broken. One inbox, read by a person.