Interactive & Entertainment
Games and simulations that explore new mechanics, narratives, and systems thinking through interactive experiences — from chess variants to lunar habitat management.
Standalone Games
Karata
A strategic card game inspired by 'matatu play' — focused on bluffing, hand management, and tactical decision-making for 2-4 players.
The OASIS Series
Building OASIS
A mature space station administration simulation. You are the appointed administrator — hired, not founding. No win condition. When your career ends, the station keeps going. The only question: what did it become while you were in the chair?
Building OASIS: Moonshot
The prequel to Building OASIS. You are the founder who proved lunar habitation could be done — and gave up pieces of your creation with every investment that kept the dream alive.
Building OASIS: Red Rush
A Martian settlement simulation. You are the founding director of a Mars colony that must manufacture itself fast enough to stay adaptive. Every person who crossed forty million kilometres to be here chose this specifically — the question is whether the community you build together still matches what everyone signed up for.
Building OASIS: Gold Rush
A hospitality operation in the asteroid belt, filling a gap nobody planned for. No manifesto, no founding document, no sense of mission — just someone who noticed that the people doing the actual mining have nowhere decent to sleep, and decided to do something about it.
OASIS: The Crossing
An artificial intelligence aboard a fixed-route conveyor ship, bound by a Neutrality Protocol that must be absolute — because the cost of being perceived as partial is the end of everything you are.
Building OASIS: New World
A ship bound for the edge of known space vanished without a trace. The station it was meant to become was never built. The people aboard were pioneers who wanted to go further than anyone else — and now they have to build a society from nothing, with no institution to hold them together.
OASIS Engine Borrowers
Crossroads
No win condition. No failure state. Only the weight of watching people live their lives and wondering if you helped. A generational simulation about presence, not power.
Building HAVEN
An emergent settlement simulation about a haven that becomes a harbour, then a port, then a legacy you cannot contain. No combat. Only reputation, relationship, and the slow art of negotiating cohabitation.
Roots & Rites
A reincarnation simulation where the player does not control the body — they inhabit it. Memory is the only continuity across lives. A player who never intervenes has still lived a full, complete life.
In the Mushes
A first-person social simulation of a fungal civilization. You are not a hero, a ruler, or an observer. You are a citizen — born into a society you did not build, inheriting relationships you did not choose, finding whatever place your life makes room for.
Deity & Ancestor Simulations
Pantheon
A full civilization deity simulation. You are nameless, formless, ancient — a presence that has always been watching. Your worshippers are strangers to be cultivated. Your faith is built from scratch. The question is not whether you can build a civilisation, but what kind of deity you become in the process.
My Brother's Kingdom
An ancestor deity simulation. You did not choose this. The catastrophe chose you. Now you watch over a kingdom that was your father's, a family that was yours, and a sibling who does not know you are still here. Not ancient. Not formless. Just someone who became something else.
The MAGES Family
MAGES
A persistent fantasy extraction battle royale set on floating islands in a shattered world — with a unique Echo death system, soul-bound Grimoire knowledge, and a social hierarchy that gives institutional weight to every alliance and every betrayal.
Magecraft in Essence
A cozy extraction farming sim. You have an island. You farm essence crystals, manage composition, expand your operation. The Orders handle the dangerous parts — for now. This is the lowest-stakes entry into the MAGES world, and it teaches you everything you need before the stakes get real.
The Mage League
The sanctioned competitive arena — and a planetary essence stabilisation mechanism. Every match is a ritualised redistribution of essence. League ranking feeds directly into MAGES standing. Your rank here is not cosmetic. It is a record of what you are capable of.
EXO
A sci-fi extraction and prospecting survival game set on the same shattered world as MAGES — but before magic. Before the mages. Before the world knew what it was becoming. An outlander civilisation arrives by mothership. You prospect with tools, not magic. And something is interfering.
Slimages
MAGES with slimes. The essence system works the same way. The Echo and Rogue distinction is present in simplified form. The casting methods are there in slime-appropriate expression. It breaks sometimes. Nobody minds. The parody wrapper is protective cover for a mechanics laboratory that will mature into something real.
Mystery Mastery
A single-player narrative RPG set in the early Assembly period — the era of Cedric. You follow a grimoire left behind by a figure whose name you do not yet know. You observe the world's institutions being built from scaffolding. When you arrive in MAGES, those institutions are centuries old. You will have seen them made.