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chapter ii — the workbench

Five projects.
Same curiosity.

A puzzle, a portrait of taste, a mission with no way back, a little order in the kitchen and a voice looking sideways at reality. One live, four in development. This is the desk as it stands.

Souppo
in developmentTarget: Q1 2028

Souppo

A small world. Plenty of room for thought.

Find a path, shift gravity, change shape, play with colour. We’re building Souppo around small puzzles tucked into warm worlds worth poking around. There’s no need to rush. Not here, anyway.

puzzles · discovery · small worldsRead the story ↓

The brief

A puzzle should be easy to understand and worth thinking about. We’re building a small adventure for children and adults to explore at their own pace, one short session at a time.

What we’re building

Pathfinding, gravity, shape-shifting and colour mechanics meet in small, themed scenes. Character, place and discovery become parts of the same puzzle. Our orange friend has rather a lot to do.

EQvenn
in developmentTarget: Q2 2027

EQvenn

“I just like it” is a perfectly good answer. We got curious.

A favourite film, a song you return to, that game nobody else seems to get. EQvenn is being built to find the thread between your choices and turn it into a portrait of taste to keep and share.

culture · a portrait of tasteRead the story ↓

The brief

Take films, series, books, music and games off their separate shelves and put them together. Look for the feelings you return to, and what keeps catching your attention in different works.

What we’re building

Bring together things you love, things you don’t, and a choice that surprised you. AI reads the connections and helps shape a personal card. A starting point for talking about taste, without pretending a playlist can diagnose a person.

There’s No Turning Back
In-game bridge mission with the player, enemies and touch controls
Actual gameplay from a development build.
in developmentTarget: Q2 2027

There's No Turning Back

The orders are clear. The rest of the plan is a field experiment.

A military action game in development, built around solo missions, teamwork and making clever use of what’s at hand. A little courage, a little improvisation. Headquarters has a sense of humour of its own.

action · tactics · team spiritRead the story ↓

The brief

Bring the tension of the field, the pleasure of pulling together and the peculiar humour of military life into one game. Cross a region’s threshold and it closes behind you. Your decisions come along for the ride.

What we’re building

We’re working on solo missions and cooperative mission chains. Alongside cover, stealth and traps, “Pocketknife Ingenuity” turns spare parts into useful contraptions. Ranks advance. The service record remembers.

the kitchen notebook

What shall we cook?

in developmentTarget: Late 2027 – Q1 2028

Dinerlike

“A pinch” can be less an instruction than a test of character.

Recipes, cooking guidance for three experience levels, meal plans and shopping lists on the same counter. We’re building Dinerlike for first-time cooks and seasoned home cooks, with the detail each actually needs.

recipes · cooking · everyday plansRead the story ↓

The brief

Join up the journey from “What shall I cook?” to shopping, preparation and the table. Including the little details a recipe tends to assume you already know.

What we’re building

Recipe discovery and a personal recipe book meet experience-based instructions, timers, weekly plans and shopping lists. Chef AI joins in for kitchen questions. You still do the cooking. We’re helping the recipe explain itself.

TurnuSoul
liveLive on social media

TurnuSoul

Reality. What was reality again?

Our short-video world, holding words, habits and polished truths up to a different light. Looking for what’s real with an artificial voice. Unfiltered. Cool-headed. Entertaining.

short video · editorialFind us on social ↓
06 / the desk calendar

What’s
taking shape.

One out in the feed, four on the workbench. These are our target release windows. The calendar remains in conversation with the work.

a good question?

Tell us.
We’re listening.

A question about a project, an idea, a well-placed objection. Send it over. Short is appreciated, not compulsory.

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