We build our own games.
We help studios ship theirs.

Storefronts, payments, browser games,
and the infrastructure under all of it.

LiveFOLK: our own game, running in productionfolk.lol/watch ↗

Services

We take the parts of a product where being late or unreliable is expensive.

  1. Store and payment integration

    • Steam
    • Microsoft Store
    • Stripe
    • Adyen
    • Avalara

    Steam and Microsoft Store behind one abstraction, so the two stay in sync: Steamworks authentication and overlay, achievements, purchases credited end to end. For selling direct, Stripe and Adyen, with Avalara for EU VAT and US sales tax, refunds and chargebacks. Entitlements delivered back through an inventory service or a custom microtransactions API.

  2. Frontend, backend and infrastructure

    • Next.js
    • Node
    • Postgres
    • Redis
    • CI/CD

    React and Next.js frontends, Node backends, Postgres for durable data and Redis for hot state, CI/CD and deployment. Nothing game-specific about any of it: the same work sits behind any web service or site that real people use.

  3. Browser game development

    • Colyseus
    • Redis
    • Postgres
    • Unity
    • Phaser

    Client and server multiplayer for browser games: tick-rate simulation, hot state in Redis and durable state in Postgres, a custom canvas client on the frontend. The panel at the top of this page is that system, running in production. We also build in Unity or Phaser when either is the better fit.

  4. Self-hosted AI agents

    • Codex
    • MCP
    • Local models
    • Docker

    AI agents connected to the tools and knowledge your team already uses: repositories, documentation, infrastructure and internal APIs. We deploy them into infrastructure you control, with explicit permissions, observable actions and human approval around consequential work.

  5. Workflow automation and infrastructure

    • n8n
    • Hermes
    • Ansible
    • Docker
    • AWS

    Replace recurring operational work with workflows that can actually be relied on: integrations, scheduled jobs, event-driven processes and deployment automation. We build the infrastructure around them too: CI/CD, observability, backups and reproducible environments, so the automation remains understandable when something fails.

Clients

Our game

FOLK

A free-to-play sandbox MMORPG, live and shipping. One codebase, seven places to play it, and every one of them with its own rules about builds, accounts and money.

  • Browser
  • Telegram
  • Android
  • iOS
  • Windows
  • macOS
  • Linux

FOLK started as a TON Foundation hackathon win, got a feature in the Telegram Apps Center, and ended up placing among the top-grossing games there. Then we decided it was not ambitious enough. We removed all of it and rebuilt the game free to play: a sandbox MMORPG with a mean streak.

Studio

Three people, and no fourth to hand it to.

We met in Berlin working at a Rocket Internet company and kept ending up on each other’s projects. Each of us is a senior generalist with one thing we go deep on, as you can see below. We work remotely, across time zones, adapting to client needs when necessary.

We take a small number of engagements at a time.

  • Sasha

    Sasha

    The youngest of the team, but his track record says veteran: Rocket Internet, team lead at Babbel, full-stack at Glassnode, moving between frontend, backend, web3, and data, from raw pipelines to the charts that make sense of it. MCP servers too, the AI integration layer. Off the clock he trades his editor for Ableton, making his Mac’s transistors hum with electronic music.

    SoundCloud ↗
  • Alex

    Alex

    The oldest of the team and the first to try whatever came out last week, blockchain or AI. His résumé includes Rocket Internet, backend at Babbel, before digging deep into web3 as a lead software engineer at ARCx DAO and Octav. Today he builds AI integrations and deploys agents for different clients. Off the clock he plays guitar, blues, fittingly, since he is the oldest.

  • Giovanni

    Giovanni

    In a polyamorous relationship between art and development. Like his two teammates, his résumé includes Rocket Internet, before jumping into game development at Wargaming, helping start the indie studio Frozen Monkey Games, and Klang Games. He also handled art direction for FOLK. Off the clock he runs his art magazine, BKK ART MAG.

    BKK ART MAG ↗

Contact

Tell us what you are shipping, and when.

A launch date and the shape of the problem is enough to start. If we are not the right people for it, we will say so in the first reply.