// studio
We own the whole machine.
We’re not a studio that paints skins over someone else’s math. The platform is ours end to end — server, client, runner, tools. Each game is its own repository on one shared engine.

// how it’s built
Four parts, named plainly.
- server
Game Server
Math, RNG and the round state machine — the part that owes the player money.
- client
Game Client
Rendering on PixiJS — mobile-first, fast, and nothing but pixels.
- runner
Game Runner
Loading, transport, session. It never touches rendering — separation on purpose.
- simbot
Simbot
Offline RTP and dispersion — 2,000,000 rounds per math version, before it ships.
module = deploy unit · repository = game · merge to main = deploy
// what it gives
Verifiable, not aspirational.
- The pay path is sealed in tests. Change the math without re-sealing the pledge and the build fails — on purpose.
- A round is reproducible from its log. A dispute is settled by replay, not by argument.
- RTP corridors are checked in CI on every change — drift can’t sneak into a build.

// how we build
A game is a machine of states — and the states are made by hand. A cascade stops not “when there’s no win” but when there’s nothing left to take off the board.
Decisions like that don’t come out of a template. That’s the difference between a reskin and a machine — and it’s why we build every state by hand.
// the bench
Want a seat at the bench?
Careers land here soon. Until then, tell us what you build and why the states matter to you.