Believers are encouraged to pursue creative and technical side projects that broaden and deepen their creativity, passion and expertise in pursuit of player delight. These pursuits help us discover new ideas and perspectives, making us better humans and better Believers.
These side projects are protected by an inventions agreement between the company and each Believer which clearly defines who owns what. The company’s goal is never to be litigious or discourage work on side projects – we want to encourage Believers to find and explore their passions and we want to celebrate it.
Take a look at some of the notable side projects that our Believers have shipped or are currently working on:
Chief Marketing Officer and Head of IP Development
PTFO is an experimental fiction project that uses the rules and structure of a narrative TTRPG to create a rich, characterful fantasy story. Using the solo play flow laid out in Shawn Tomkin’s Ironsworn and the rules and world from Jeremy Strandberg’s Stonetop, PTFO follows three heroes in their fight to protect an isolated village in a magical iron-age setting.
Principal Tech Artist
Hanako: Honor & Blade is a class-based multiplayer passion project dedicated to Matt’s late mother that took 14 years to ship. The game features two warring samurai factions, one representing Matt’s mother, the other representing cancer – in a symbolic battle of opposing forces. Matt wrote a detailed blog post about the game’s journey, which you can find here.
Senior Game Designer
Kelly has been working as a designer on Rolling Hills with her friends, which is life sim about running a sushi restaurant and making friends in a cozy village. They are excited for you to make friends and help a robotic sushi chef fulfill his dreams! To find it on Steam and add it to your wishlist, follow this link.
Principal R&D Engineer
Matt has been working on a game with his daughter called The Inward Ocean. It takes place on a world of fragile islands and a people living on the edges of civilization and survival. Players take the role of Niala, a young trader plying the islands with her talking otter assistant. It is about adventure, mystery, the dangers of magic, and also about how people build lives and meaning in a more precarious time and place.
It is a game. We embrace combat, spectacle, and adventure while also indulging in the cozy side of gardening, trading, and exploring.
Senior Game Designer
Project 1: O is a small project that was started as a rapid prototype during Charley’s program.
The game is designed to be a minimalist one button, quick session experience. Players have a ball that rolls along the edge of a circle. The goal is to try to survive 30 seconds by avoiding the flashing red lines. By pressing the mobile screen or clicking on the screen the ball jumps through the diameter of its circle to the other side.
Project 2: “Unnamed” First Person True Exploration
Charley and a small team are working on a prototype that is meant for innovative first person exploration (with no combat). They took inspiration from real world hiking experiences (when you may feel inspired or blissed when looking at a waterfall, discovering new animals or plant life) and games like Eastshade and its game system of finding the right environment to paint an emotional piece for an NPC.
The goal is to provide the player an immersive and emergent experience meant to create a sense of organic exploration through game systems like line of sight, walking, hearing, and discovering events to create an organic outcome that the player would experience.