We build the product, and the thing it runs on
A development studio that writes its own engine, runs its own infrastructure, and takes client work in the same three disciplines it uses on its own products.
- Practices
- Software, web, and games — under one roof, one team.
- Stack
- Ours, top to bottom. The engine and the Kubernetes are both in-house.
- Studio
- Small, remote, privately held. No external hiring.
Three disciplines, one stack
Most studios pick a lane. We kept all three because the same instinct runs under them — build the layer beneath, so the layer above is yours to change.
Software
Backends, data pipelines, and internal tools — the systems that have to keep working after the launch post.
.NET · C# · RustPostgres · ClickHouse
Kubernetes · k3s Web
Web
Sites and web apps built to be handed over, not to create a dependency on us.
SvelteKit · TypeScriptDesign through to deploy
Hosting and handover Games
Games
Our own titles, on our own engine, because owning the renderer means the tech serves the fiction.
C++ · custom engineGodot · C#
Tooling and pipeline
What we are building
Our own products sit alongside client work, and the same engine and infrastructure sit under both.
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Throne of Gamesthroneofgames.enigmastudios.dev ↗ The engine under the games — written in-house, no third-party renderer. In development
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Vaelthornvaelthorn.com ↗ Dark-fantasy RPG. Four irreconcilable endings and a world that rewrites its own carvings. Pre-alpha
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OsmiumStackosmiumstack.com ↗ Projects, billing, and per-client Kubernetes for creative agencies. Live
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TaskTruthtasktruth.com ↗ The accountability layer that listens to your calls, catches the commitments you make in passing, and tells you which ones you'll keep. In development
Our engine has its own front door
Throne of Games is the engine under our games — written in-house over four years because the alternative was building our fiction on somebody else's assumptions. Every renderer path is ours.
- 380k
- Lines of code
- 0
- Third-party render dependencies
- C++
- Written in
Patience is a design choice
We were founded on a refusal to optimize for the review cycle. It applies to a client's backend as much as it applies to a game.
We own the stack
The engine under the games and the Kubernetes under the platforms are both ours. Nothing critical sits on a vendor we cannot read the source of.
Hand-authored, always
Generation fills space. It does not replace authorship — in a world or in a codebase — and we do not ship it as though it does.
Built to be handed over
Client work is written for whoever maintains it next, documented on the assumption that it will not be us.
Tell us what you are building
Software, a site, or something with an engine under it. If it is interesting and we have the room, we will say so — and if we are the wrong studio for it, we will say that instead.