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Independent game studio

Syscall Studios: Make systems
worth understanding.

We make games about figuring out how things work, and the moment it finally clicks.

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What we believe

We don't want to impress you with how clever we are.

We want to build games that let you discover how clever you can be.

How it should feel

Confusion is where it starts.

A lot of our favorite moments in games follow roughly the same path. Not every mechanic has to go through every step, but we want learning to make you better at the game, not just bump up a number.

If you clicked around at the top of the page, you've already done the first three.

  1. 01

    Confusion

    Something you don't understand yet.

  2. 02

    Curiosity

    You poke at it.

  3. 03

    Experimentation

    You form a theory and test it.

  4. 04

    Understanding

    “Ohhh. That's why that happened.”

  5. 05

    Competence

    You stop reacting and start predicting.

  6. 06

    Mastery

    You bend the system on purpose.

  7. 07

    Creativity

    You do something we never planned for.

What we care about

What carries over from game to game.

We don't want to be the studio that only makes one kind of game. The genre and art style will change. The way we approach each game shouldn't, and it looks something like this.

01

Give players a toolbox.

We'd rather hand you tools, rules and feedback and see what you do with them than walk you through a checklist.

02

Keep the actions simple.

Picking something up or flipping a switch shouldn't need a tutorial. The interesting part is what happens because you did it.

03

Make the rules readable.

Randomness and hidden information are fine. A game that seems to screw you over for no reason isn't. You should be able to work out why something happened.

04

Let knowledge be the upgrade.

Some of the best progress in a game happens in your head, like when you spot a bottleneck early or finally get how two systems affect each other.

05

Make places feel lived in.

Real places pile up repairs, scuffs, sticky notes and temporary fixes nobody got around to replacing. We want our worlds to have that kind of history.

06

Treat atmosphere as part of the game.

Lighting, sound, weather and clutter should change with what's happened, so you can look around and see what you did.

Most important

None of it matters if the game isn't fun.

A clever simulation that's a chore to play is a failed game. Everything else on this list is there to make the game more fun, not the other way around.

What we're working on

Our first game.

Right now we're prototyping the risky parts and making sure the core loop is actually fun before we build out the rest. We'll show it once there's something worth looking at.

In Development

Project 01

Our first game. It's in development, and we're keeping the details to ourselves until we have something worth showing.

Genre
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Setting
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Platforms
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Reveal
When it's ready.
Updates are in the dev log →