Earth seen from orbit at night, city lights across the dark side of the planet

Warsaw, Poland · Est. 2026

Worlds built to be stood in.

We build real-time 3D games that also run at ninety frames a second inside a headset — because the harder target is the one worth designing for first.

GO-01Orbital DecayIn production2027
01Featured title
Earth seen from orbit at night, city lights across the dark side of the planet
In productionUnreal Engine 5

GO-01

Orbital Decay

A derelict station, a decaying orbit, and ninety minutes of air.

You are the last engineer aboard a station falling out of the sky. Every system you repair buys altitude; every one you cannibalise for parts costs it. There is no combat and no second crew — just a hundred thousand tonnes of failing hardware and a countdown you can read from any window.

Real-time 3DVR mode at launch
Platforms
PC · PlayStation 5 · Xbox Series X|S
Release window
2027
02The catalogue

Four titles in development.

Windows, not dates. We would rather tell you a quarter we believe than a day we will move.

Earth seen from orbit at night, city lights across the dark side of the planetGO-01

Orbital Decay

Real-time 3DVR mode at launch

In production

A derelict station, a decaying orbit, and ninety minutes of air.

Genre
First-person survival
Platforms
PC · PlayStation 5 · Xbox Series X|S
Window
2027
A person wearing a virtual reality headset and holding two motion controllersGO-02

Threshold

Virtual realityHand tracking

Closed playtest

Room-scale VR built for the room you actually have.

Genre
VR puzzle adventure
Platforms
Meta Quest 3 · SteamVR · PSVR2
Window
Late 2026
A figure in a glowing neon mask standing in near-total darknessGO-03

Night Parish

Real-time 3DVirtual reality

Prototype

A horror town you can walk through flat — or step into.

Genre
Horror
Platforms
PC · PlayStation 5
Window
TBA
An abstract glowing lens flaring blue and red against a dark backgroundGO-04Classified

Project Sable

Classified

Unannounced

Nineteen people have played it. We are not allowed to say more.

Genre
Classified
Platforms
Window

Placeholder art — no in-engine capture has been released for any title yet.

03About the studio
An open-plan studio floor with rows of workstations and people working

Warsaw · Remote across Europe

One building, one pipeline,two ways to play everything.

We are thirty-four people in one building in Warsaw, plus a dozen more across Europe who come in when a milestone needs them. Artists, engineers, animators and designers sit together — the org chart is two levels deep and it is staying that way.

Everything we ship is real-time 3D, and most of it also runs in a headset. That is not two pipelines; it is one, built for the harder target first. A game that holds ninety frames a second in VR is a game that never stutters on a flat screen.

Founded
2026
In-house
34
In development
4
Publishers
0
04Capabilities

Built in-house, start to finish.

Nothing on this list is outsourced. If it ships in one of our games, someone in the building made it.

Close-up of a circuit board lit in teal

Real-time 3D

Unreal Engine 5 with Nanite and Lumen on every project, and an in-house streaming layer for worlds that do not fit in memory.

A person in a virtual reality headset reaching out with both hands

Virtual & mixed reality

Quest 3, SteamVR and PSVR2 from the first prototype, not as a port. Ninety frames a second is a design constraint, not a target.

A projector throwing a beam of light through haze in a dark room

Performance capture

A twelve-camera volume in the Warsaw office. Face, body and hands in one take, on the same actor, on the same day.

Source code on a dark screen in a syntax-highlighted editor

In-house tooling

Our own build farm, asset pipeline and playtest telemetry. Nobody here waits four hours to see a change in the game.

05Careers

5 roles open.

You will talk to the people you would actually sit with, and you will see the build in the first interview — not a slide about it.

A person at a lit gaming workstation in a dark room
  • No crunch. Milestones move before people do.
  • Relocation and visa support for the Warsaw roles.
  • A headset and a workstation of your choosing, refreshed every two years.
  • Profit share from the first title that ships, for everyone who worked on it.
  • Four hours maximum for any take-home exercise, paid at contractor rate.

Nothing here fits? Send an open application — tell us about the last thing you shipped that did not work, and what you changed.

06Contact

One devlog a month, from inside the build.

Capture from the editor, cut features, mocap days, and the VR comfort problems we are still losing to. No launch countdowns, no wishlist begging.

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Publishing & platforms
Self-published. Platform partners welcome.
Studio
Warsaw, Poland