In development
Tidewright
A puzzle game where the sea is the only tool. Raise and drain the tide to float crates, flood paths and reroute a tiny harbour.
Independent game studio · prototypes & experiments
We build compact prototypes to test one idea at a time — a rule, a feeling, a strange interaction — and keep the ones that refuse to stop being fun.
Three things on the bench right now.
In development
A puzzle game where the sea is the only tool. Raise and drain the tide to float crates, flood paths and reroute a tiny harbour.
Prototype
A slow ecology toy. Plants pass signals to their neighbours, and the garden you end up with depends on what they learned to say.
Jam build
Fold a paper satellite into a stable orbit with three burns or fewer. Made in 48 hours; still the one we keep replaying.
Why we replaced the fluid simulation with five discrete tide levels, and what players stopped getting wrong.
Notes from a prototype that only became interesting after we let the plants forget things.
A short post-mortem: one mechanic, two rewrites and a lot of crumpled satellites.
ASI Game Lab is a small independent studio. We prototype quickly, write down what we learn, and only polish what survives.
Most of our work is shared here first as rough builds and devlog notes.