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A small studio for strange, deliberate worlds.

An independent game & creative technology studio.

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What we believe

    How we work

    • Game design
    • Narrative
    • Real-time engineering
    • Art direction
    • 3D & animation
    • Sound
    • XR
    • Hardware & sensors
    • Pedagogy

    Every project begins with a playable question, not a slide deck. We prototype in days, test with real people early, and throw away more than we keep. Art, code, sound and design sit at the same table from the first sketch to the final build, so the thing we ship feels like one idea, not a committee.

    Timeline

    1. 2019

      A box in a spare room

      Two friends, one borrowed PC and a game jam deadline. BIT//FLOCK is born in 48 hours.

    2. 2021

      First commission

      An educational pilot with three schools turns into our first real contract, and a studio name.

    3. 2022

      Into the headset

      Pale Orbit launches on Quest. Our first VR title, built by four people and a lot of motion-sickness tests.

    4. 2023

      Salt & Lantern

      Our first commercial narrative game ships on Steam and finds a small, loyal crowd.

    5. 2024

      Spaces, not screens

      Lumen Hall and the Museum of Tides AR guide take our work off the monitor and into public space.

    6. 2025

      The Quiet Cartographer

      Four years of ink and code. Our most ambitious game yet, and the one that grew the team to nine.

    7. 2026

      Three signals in the dark

      Ashfall Archive enters production. Two more worlds are forming behind it.

      now

    In ten years we want a shelf of games people still talk about, a handful of spaces that changed how a city learns, and a studio in North Africa that young developers see as proof it can be done from here.