Games
Kilo Moana Games
Design, engine, art and sound — all of it in one place.
Kilo Moana Games is the part of the company that makes games. Not a separate studio and not a publishing label — the same people, working on a different kind of product.
How we build
Everything happens in-house: the design document, the engine work, the art and the sound. The tooling is deliberately plain and entirely ours. Godot for the engine, Blender and Aseprite for assets, and the same version control and build discipline we use for the web products.
That choice rules two things out on purpose. No middleware we cannot replace, and no engine licence that can change its terms halfway through a project — both of which have ended small studios before.
The design comes first, and on paper. A game that cannot be described in a document somebody else can read is usually a game that does not work yet.
Where things stand
Several prototypes, and one project far enough along to have a finished design document, a working engine build and a soundtrack in progress.
Nothing has been released. A title gets its own page here when it can actually be played — not a countdown, not a wishlist link.