Games

Stories shaped by systems and choices.

Independent game projects built around work, pressure, consequence, survival, and the choices people make inside systems larger than themselves.

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Definitely Productive day one screen Definitely Productive main screen Definitely Productive mandatory meeting event
In development

Definitely Productive

A satirical office-life game about surviving the workweek, managing energy and stress, completing enough work to stay employed, and climbing a deeply questionable corporate ladder.

  • Choose how to spend each workday
  • Balance production, visibility, stress, and energy
  • Respond to office events and interruptions
  • Face end-of-day and weekly performance reviews
  • Manage housing, transportation, and life outside work
The Workday Loop

Start the day, make choices, and live with the result.

The core loop moves from planning the workday through action cards and into an end-of-day review.

Start workday screen

Start the Workday

Review priorities, available actions, and what the day is asking from the player.

Deep work event

Choose an Action

Spend limited time on productive work, visibility, favors, meetings, and other office pressures.

End of day summary

Review the Consequences

See how choices affected performance, stress, energy, reputation, and progress.

Life Systems

The job is only part of the problem.

Housing and transportation decisions connect the office loop to the character's money, reputation, and daily starting conditions.

Definitely Productive housing screen
Housing

Trade comfort for cost.

Housing choices affect expenses and the conditions the player begins each day with.

Definitely Productive transportation screen
Transportation

Getting to work has consequences.

Transportation affects money, visibility, reputation, and the daily routine.

State of Dissent

Ordinary choices under extraordinary pressure.

A long-term narrative survival game about work, family, resistance, limited time, and the consequences of trying to live inside an increasingly hostile system.

State of Dissent city plaza
Narrative Survival Game

Live inside the pressure.

State of Dissent combines exploration, conversation, daily survival, and personal obligation. The player moves through a city where ordinary routines, family relationships, and growing political pressure all compete for limited time and attention.

Long-term development
State of Dissent conversation with Grandpa

Personal choices under public pressure

Conversations place family, obligation, and survival beside the larger conflict unfolding around the player.

State of Dissent city hub map

A city shaped by daily decisions

The hub map connects work, home, public spaces, and the places where the player chooses to spend limited time.