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Game studios

Game studios - RoomCraft, and what comes after.

Our first title goes to Steam in July 2026. Beyond it, we co-invest and co-build with studios on the parts of production that quietly decide ship dates - procedural systems, asset pipelines, and the tooling underneath.

RoomCraft

A creative sandbox, built on the Witmodel pipeline.

RoomCraft turns interior planning into play. It runs on the same spatial and rendering technology that powers Witmodel - but with a different audience and a very different brief. Our first game studio bet, our first co-publish, and the proof that the pipeline travels.

PlatformSteam · PC
LaunchJuly 2026
The program

Beyond RoomCraft.

01 / CO-BUILD

Co-build

We embed a small senior team into a studio for a defined window - procgen, asset pipelines, AI tools, build infra. Equity, not hourly invoices.

  • Embedded senior team
  • Defined window
  • Procgen · pipelines · infra
  • Equity, not invoices
02 / CO-PUBLISH

Co-publish

Capital plus engineering plus distribution. On selected titles we sit on the cap table and put weight behind launch.

  • Capital + engineering
  • Distribution support
  • Seat on the cap table
  • Weight behind launch
03 / CAPITAL ONLY

Capital only

When the studio doesn't need our hands but the cheque is welcome. $100k–$500k, founder-friendly terms, no board theatre.

  • $100k–$500k
  • Founder-friendly terms
  • No board theatre
  • Cheque only
What we bring

Tooling, capital, and a spatial pipeline that already ships.

Procedural systems

Environment, content, and character procgen. The systems that decide whether a studio ships a 4-hour demo or an 80-hour game without doubling headcount.

Asset pipelines

Build optimisation, asset versioning, automated review - the pipeline plumbing that turns chaos into a release cadence.

AI-assisted content tools

Internal tooling for designers and writers - drafting, iteration, localisation. Not "AI in the game"; AI in the production process.

Spatial & rendering

Reuse of the technology behind Witmodel for level design, lighting, and pre-vis. Where it fits, it compresses iteration cycles dramatically.

Building something? Get in touch.

If you're a studio with a title in pre-production or vertical slice, and you think our pipeline, capital, or engineering could help - send a short note. We respond to every inbound, and we're explicit when we're not the right partner.