Software · Web · Games — Florida, remote
We build the product, and the thing it runs on
A development studio that writes its own engine, runs its own infrastructure, and takes client work in the same three disciplines it uses on its own products.
- Practices
- Software, web, and games — under one roof, one team.
- Stack
- Ours, top to bottom. The engine and the Kubernetes are both in-house.
- Studio
- Small, remote, privately held. No external hiring.
01 — Practices
Three disciplines, one stack
Most studios pick a lane. We kept all three because the same instinct runs under them — build the layer beneath, so the layer above is yours to change.
Software
Backends, data pipelines and internal tools — the systems that have to keep working after the launch post.
- .NET · C# · Rust
- Postgres · ClickHouse
- Kubernetes · k3s
Web
Sites and web apps built to be handed over, not to create a dependency on us.
- SvelteKit · TypeScript
- Design through to deploy
- Hosting & handover
Games
Our own titles, on our own engine, because owning the renderer means the tech serves the fiction.
- C++ · custom engine
- Godot · C#
- Tooling & pipeline
02 — Work
What we are building
Our own products sit alongside client work, and the same engine and infrastructure sit under both.
- The Enigma Machine The engine under the games — written in-house, no third-party renderer. machine.enigmastudios.dev In development
- Vaelthorn Dark-fantasy RPG. Four irreconcilable endings and a world that rewrites its own carvings. vaelthorn.com Pre-alpha
- OsmiumStack Projects, billing and per-client Kubernetes for creative agencies. osmiumstack.com Live
- Ignis White-label storefronts for game studios, on Stripe Connect. ignis.enigmastudios.dev In development
- [ CLIENT PROJECT ] [ One line on what it does and what you built. ] [ domain ] [ status ]
03 — The Enigma Machine
Our engine has its own front door
The Enigma Machine is the engine under our games — written in-house over four years because the alternative was building our fiction on somebody else's assumptions. Every renderer path is ours.
- 380k
- Lines of code
- 0
- Third-party render deps
- C++
- Written in
04 — How we work
Patience is a design choice
We were founded on a refusal to optimise for the review cycle. It applies to a client's backend as much as it applies to a game.
We own the stack
The engine under the games and the Kubernetes under the platforms are both ours. Nothing critical sits on a vendor we cannot read the source of.
Hand-authored, always
Generation fills space. It does not replace authorship — in a world or in a codebase — and we do not ship it as though it does.
Built to be handed over
Client work is written for whoever maintains it next, documented on the assumption that it will not be us.
05 — Contact
Tell us what you are building
Software, a site, or something with an engine under it. If it is interesting and we have the room, we will say so — and if we are the wrong studio for it, we will say that instead.