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 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.
We embed a small senior team into a studio for a defined window - procgen, asset pipelines, AI tools, build infra. Equity, not hourly invoices.
Capital plus engineering plus distribution. On selected titles we sit on the cap table and put weight behind launch.
When the studio doesn't need our hands but the cheque is welcome. $100k–$500k, founder-friendly terms, no board theatre.
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.
Build optimisation, asset versioning, automated review - the pipeline plumbing that turns chaos into a release cadence.
Internal tooling for designers and writers - drafting, iteration, localisation. Not "AI in the game"; AI in the production process.
Reuse of the technology behind Witmodel for level design, lighting, and pre-vis. Where it fits, it compresses iteration cycles dramatically.
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.