Games
Kilo Moana Games
The games side of Kilo Moana. Everything from the design document to the engine build happens in-house; the first titles are in production.
Independent studio · Rellingen, Germany
An independent company in northern Germany. We develop and publish our own products — web applications, games and music — and carry each one from the first idea through to release.
What we build
One team across all three. The disciplines borrow from each other more than they compete for time — a soundtrack written for a game is still a release, and a scheduling problem from a sailing trip is still a database.
Whole products, not prototypes. Accounts, payments, file handling, offline behaviour — the parts nobody demos. Built with Next.js and PostgreSQL and run on our own servers in Germany.
We design and build our own games: the design document, the engine work, the art and the sound all happen in-house. The first titles are in production.
Music and writing under our own imprint. K-M Music handles the digital distribution for releases; the written work moves more slowly, as written work does.
About
Kilo Moana UG is a company in Rellingen, just outside Hamburg. It exists to build and publish its own products: web applications, games, and music.
That distinction carries more weight than it sounds like it does. We do not sell development hours. Nothing here was made to someone else's brief, which means every decision — what to build, how long to spend on it, when to abandon it — is ours, and so is the risk.
The name is Hawaiian. Kilo is to watch closely, to observe; moana is the open ocean. It is also the name of a research vessel at the University of Hawaiʻi. Both readings suit the work. Most of what decides whether a product survives happens below the surface, long before anyone sees it.
No agency work and no client briefs. What we ship, we chose to ship, and we carry the consequences of that choice.
A small team and short paths. A decision takes an afternoon, not a steering committee.
Everything here is meant to still run in five years. That rules out a number of shortcuts at the beginning.
Work
Three products, each at a different stage of its life.
Games
The games side of Kilo Moana. Everything from the design document to the engine build happens in-house; the first titles are in production.
Apps
Replaces the usual mix of chat groups, spreadsheets and scattered notes with one shared workspace for a sailing trip.
Digital Media
The imprint that handles catalogue, distribution and the administrative work between a finished track and a listener.
We do not take on client work. For everything below, an email is the fastest way in.
Written by a person and answered by a person, usually within two working days.