A STUDIO WHERE
TIME GROWS WILD
Indie games about temporal mechanics, seasonal cycles, and the quiet joy of unhurried play. Based somewhere between a clock tower and a wildflower meadow.
"A game is a clock you wind by playing."
Temporal Harvest
A farming sim where crops grow across parallel timelines. Plant in spring, harvest in a Tuesday that only exists every seven years.
Discovered that if you plant chamomile during a waning crescent, the in-game bees arrive three days early. Unintended but beautiful.
Working on the temporal fork mechanic. When the timeline splits, should both paths remain playable? Leaning toward letting one become a ghost garden.
The sundial shader finally works at all latitudes. Shadows feel real now. Players won't notice, but the light knows.
Added a mechanic where you can send a letter to your past self. The mail takes one in-game season to arrive. Patience as gameplay.
The clock tower in the village square now chimes on the hour. Each chime is a different birdsong. Time measured in wrens and robins.
Prototyped the hourglass inventory system. Items age as sand falls. A fresh apple becomes cider becomes vinegar. Everything has its season.
New year, same meadow. The perennials return on schedule. There's something profoundly comforting about code that remembers where the crocuses go.