Games that remember.

A one-person pixel-art studio. We make games that read like books and bend like a dungeon master's table — where every run is a different story, told by a storyteller that has been waiting for you to make a choice. Bonemark is the first.

NOW IN DEVELOPMENT

BONEMARK

A medieval RPG that listens. A fallen realm, the people you fight beside, and a story told one choice at a time.

JOURNAL DAY 14. MERCENARY REFUSED THE PURSE.
PLACEHOLDER · FINAL PIXEL ART COMING
THREE PRINCIPLES
I.
A world that listens

Every road you walk, every village you save, every choice you make when no one is watching — the realm is keeping count. You will not always be told how. You will sometimes hear about it years later, from a stranger who has been waiting to meet you.

II.
A storyteller behind the world

Bonemark is not a script. It is closer to a book that writes itself as you read it — a patient narrator that watches what you do and tells the realm what to make of it. No two players will read the same story. No two runs will end the same way.

III.
What survives you

Your captain will fall. Most of what they did will fall with them. Some of it — the parts that mattered — survives. Into your next captain's run. Into the runs of captains you will never meet. The realm has a long memory for the things people did to it, and it does not always tell them apart.

A WRITER'S DESK

Tallow is the fat you boil down when there is no wax left. It burns slow, it makes a small light, and it does not pretend to be the sun. That is the studio's pace.