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small games with a bit more
"Short in stature, tall in power, narrow of purpose and wide of vision."


Holy Cow it's Been a Year
The legend. CRUFT released about a year ago. Time does, in fact, fly. As we continue forward with things like Samurai Dwarves and some additional projects, it seems a good time to also look back on what we have accomplished. Some highlights worth reflecting on: We released CRUFT No small task. Lots of games never see the light of day. CRUFT is a labor of love that made it to the finish line and then some. Next Fest, Early Access, Demo, all that good stuff along the way. We ha

Matthew Zimmitti


All Your Base
It was not easy localizing CRUFT, and though we've done it we know there will be some issues to sort out. The game was not built to be easily localized. It started is a little side project, then snowballed into a product. We have to keep things moving and we are currently working on about 1.5 new projects (one's still a prototype). Still, we always wanted to get CRUFT out to a wider audience and loc is an important part of any business model, so we leaned on AI to do some awk

Matthew Zimmitti


Hi Board, I'm Dad
So I had a great call from my buddy Dan the other week. We're old co-workers from back in the WB days and he's good at keeping in touch. He's also one of my favorite designers. Long story short, he turned me on to this new console thing called Board. It is a really slick screen that can read in all sorts of stuff from proprietary game pieces. You can check it out here: https://board.fun/ They explain it well. I was familiar with the device but had no idea it was so easy to de

Matthew Zimmitti
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