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


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


Violence in our Video Game
"even as mithril was the foundation of their wealth, so also it was their destruction: they delved too greedily and too deep, and disturbed that from which they fled" --Gandalf We’re making a violent game. That choice is a pretty huge departure from CRUFT, where not just violence, but conflict even, is absent. I’m proud that we made a game that didn’t need guns or combat. So why drink from this well that the video game industry visits so often? That’s the topic I wanted to ha
Will Holland
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