Studio

We make fun games people actually want to play

That’s it. That’s the mission statement.

We make games you’ll buy on a Wednesday, stay up too late playing, and then rave to your friends about on Thursday morning.

The short version

Neosofo is an indie game studio. We’re small, we’re fast, and we ship.

We build strategy games, rogue-lites, and weird genre mashups that keep surprising us during playtesting (which is usually a good sign).

We all grew up learning coding and design from playing games and then trying to hack together our own. In fact, we all have supervillain origin stories surrounding those “Code Your Own Computer Game” manuals on biro paper, meticulously typed in over a weekend just so we could move coloured squares around with a joystick on our Vic20.

We try to make our games box clever and be more fun. We only use AI where it counts. Our systems learn and adapt. We want our games to play you back.

What we believe

Fun is non-negotiable.

Every feature, every system, every image gets one question first: is this fun? If we can’t answer yes in a playtest, it gets cut. We cut a lot of things. We feel the games are better for it. Games are meant to be fun. They should challenge, stymie, and even frustrate you at times, but really, at the end of the day we want to use our time well.

Ship it. A released game beats a perfect pitch deck every time. We’d rather put something real in your hands and improve it iteratively than spend three years polishing a prototype nobody can play or that’s chasing the next cool trend.

Build in the open. We show the rough, not so shiny edges: the ants ignore their pathfinding or the linear interpolation blipping staeships through solid planets (both happened 8-/ ). Sometimes stuff even work. We write a devlog about it anyway. Game development is interesting and we learned our craft through the path others had tread. Maybe it’ll inspire you to build your own game too.

Small team, big swings. We’re not a 200-person AAA and we don’t pretend to be. We’re lean by design. Our size means we can try things and take risks that would give a big studio pause and take them six months of meetings and a sea of documents to get started on.

How we work

We’re a distributed, piratical crew — city-anchored, globally scattered.

We’re all really nice. People you’d actually want to work with.

We strive to use simple tools, avoid complexity, and try to go fast.

We make games. We talk about making games. And then we make more games.

We don’t do crunch. We don’t do hype cycles.

What’s next

We’re currently building Scion. A tactical, space real-time rogue-lite where you take planets in real-time against an opposing faction. It' the type of game we’ve wanted to exist for ages, so we’re making it ourselves. It’s both a nostalgic love letter and a modern spin on MOBAs and eSportz.

We’ve got more titles in the pipeline that we’re already excited about.

Follow our devlog if you want to watch it (and pre-production on other titles) happen in near-time.

We’ll be here, shipping.