Indie Game Studio · Lucerne

We make games where mistakes are part of the mechanics.

Three titles in development: Snake in VR, a platformer and a strategy game. Very different genres, the same working method — build it, break it, build it again.

What we're building

Three projects, one principle: broken is interesting.

Demos go out once they're more fun than crash. We'll say so in the devlog.

In development

Snake VR Exploration

Snake, except you're inside it. You grow through the room instead of watching it from above — and sooner or later you're in your own way.

VRArcadeSingleplayer
In development

Don Goldhair

A classic jump'n'run platformer with a hero who considers himself far more important than he is. Precise jumps, gleeful levels.

PlatformerJump'n'RunPC
In development

Warlord Empire

Strategy with building, resources and neighbours who draw your border somewhere else than you do. A round lasts as long as you keep stretching it.

StrategyBase buildingPC

Not only games

We build apps as well.

Same attitude as with the games: one thing that works beats ten that need explaining.

LearnFlip app icon

LearnFlip

Flashcards without an account, without subscription pressure and without features that keep you from studying. Write cards, flip them, carry on.

iPhoneiPadCreate cards CategoriesRandom modeStatistics Import / ExportMultilingualStored locally

Studio history

Our patch notes.

A studio is just another project that keeps getting patched.

v0.12024

As lifelong gamers, we finally asked the obvious question: how do you actually make one of these? We had no answer — so we went looking.

v0.22024

Got serious about game design. Read, rebuilt, threw away, and worked out why some games click and others don't.

v0.52025

A string of small projects, mostly for our own amusement. None of it was meant for the public — and that's exactly where the progress came from.

v1.02026

Decided to make a proper game of our own. That turned into three in development, plus our first app. The rest is further up this page.

An “Ooops” is the start of something good.

Every mechanic we're known for began as a bug in the build. We stopped treating that as a coincidence and turned it into a process.

Contact

Write to us before someone talks you out of it.

Publishers, press, playtesters or someone with a very strange idea: all welcome.

General & press cpt.alaric@gmail.com

Publishers, press, collaborations. Usually answered within a few days.

Playtests In planning

Open sessions in Lucerne are planned. Drop us a line if you want in — we'll get back to you once the first date is set.