Building worlds, tools, and a game you can feel.
We’re a tiny studio crafting the MECS engine, the mythic universe of Somebody’s Dream, and our debut game set within it. Engineering discipline meets obsessive world‑building.
MECS — Our Custom Game Engine
C++ · SDL2 · ECS · Tooling firstManager · Entity · Component · System
MECS is a from‑scratch engine focused on clarity and testability. A robust logger, event bus, and a custom Dream Object Notation (DrON) power data‑driven scenes.
Data‑driven everything
Scenes and entities load from readable text files. Live logging, input tracing, and unit tests are first‑class.
True ECS
Clean separation with component registries, system manager ordering, and intent‑based input events.
Pixel‑art focus
2D renderer tuned for crisp sprites, deterministic timing, and future shader hooks.
Somebody’s Dream — The World
Epic myth · The Seven Wounds · Demiarch Codex
Where memory and divinity fracture
An ancient betrayal splintered the divine order. Seven hidden Vael‑tharuun — the Seven Wounds and the Curse of the Undying.
Do you love lore?
The Game
2D · Story‑forward · Systems‑drivenExploration & choice
Navigate fractured realms, balance risk, and carry the costs of your decisions through time.
Warm pixel art, cold truths
Hand‑drawn sprites, subtle FX, and a soundtrack that breathes with the world’s memory.
Deterministic core
Simulation‑first loop with precise input history, unit‑tested systems, and reproducible builds.