The skipper
Runs the studio, checks the handling. Years of real boats and a lifeboat station behind him. If the physics feel wrong, they don't ship.
A family games studio · South coast of England
Three of us, one desk, and a rule: if it isn't satisfying to get good at, it doesn't ship. First title lands in 2027.
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We build in the evenings, around homework and a day job. Each of us brings something the others can't, which is the only reason any of it works.
Runs the studio, checks the handling. Years of real boats and a lifeboat station behind him. If the physics feel wrong, they don't ship.
Writes the code. Computing student, quietly terrifying with a debugger. Owns the build, the bugs and the argument about tide vectors.
Decides how it looks and how it feels to hold. Screens, sound, the moment you nail it. Also the first person to say "that's boring".
Bring a boat alongside in a crosswind. Feel the tide set you sideways, the prop walk kick your stern, the fenders squeak. Then do it clean.
Five harbours, four boats and a lifeboat mode with three shouts. Wind and tide modelled by people who've done it for real. No ads.
Not everything we build is a game. Two projects on the go next to our first title.
Chimet, Emsmet and Cambermet are weather stations around Chichester Harbour, run by the Solentmet Support Group (charity 1191209). Sailors check them before deciding whether to go out.
We are rebuilding the three websites as one: live wind, sea and weather readings, and a plain warning when the data is out of date.
A recipe app for iPhone and iPad. Share a recipe page to it and the recipe goes into the family library, with a link back to the site it came from.
Scale the servings, pick the week's meals and get one shopping list, with the onions added up. Air fryer and slow cooker first. Built for us before anyone else.
Questions, bug reports, press, or just want to talk games. It comes straight to the three of us, and we reply by email.
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