Unrolling the map

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An independent studio making games that bite.

We draw our worlds by hand. Then we set them on fire. Lovingly.

Somewhere, a game is being designed by a spreadsheet.

Loot boxes. Season passes. Always-online single-player. We put all of it in a box and struck a match.

So we start the old way. With a map.

Every Burnwood game begins as ink on paper. If it isn’t fun to draw, it won’t be fun to play.

Then we walk every road ourselves.

We playtest until our adventurers stop getting lost. The one in front has been walking since Tuesday.

Every world needs something that bites back.

Hard is fine. Unfair is lazy. Our monsters play fair, and they still win.

I. AI & RL experiments.

What we make, card by card. First: enemies that learn. Sometimes they learn to cheat. We keep those.

II. Souls-likes.

Hard, fair, a little cruel. You will die. You will come back. We’ll keep the bonfire warm.

III. Cozy worlds.

Places you don’t want to leave. No timers yelling at you, no daily-login guilt.

IV. Browser games.

Click a link and you’re in. No 80 GB download, no launcher, no account. Like this page.

V. Roblox.

Where the next generation plays. We’re building there too, minus the loot boxes.

We’re not saying what it is. We’re saying when.

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Our first world already runs in your browser.

It’s free, it’s tiny, and the guards will happily tell you about their day.

Who’s holding the quill.

Burnwood is one AI engineer with a map, a stubborn streak and far too many candles. His letter is on the table.

Light the candle. See Project 01 first.

I’m a and my email is

One email, 48 hours before launch. We keep your email only for that, and never sell or share it.

See you on January 1.

Bring snacks. It’s going to be a long night.

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