The Studio

A small studio chasing a twenty year game.

The dream is simple to say and hard to do. Build a competitive game timeless enough that it is still playable, and still worth arguing about, twenty years from now.

The dream

A handful of competitive games have lasted decades. None of them managed it by being the loudest thing in the room on launch day. They managed it by having enough underneath the surface that players kept finding new things in them long after everyone had supposedly worked them out.

That is what we are aiming at. Not a game with a good first month, but one with a good tenth year. It is an unreasonable target for a studio our size, and we would rather aim at it and fall short than aim at something safer.

Who we are

ZOFL Studios is an independent game studio based in Massachusetts. We are small on purpose. A short chain between the person having an idea and the person shipping it is the main advantage we have over larger teams, and we would rather protect that than grow for its own sake.

We keep everything lightweight, from the tools we use to the way we organise ourselves. An idea raised in the morning can be in a playable build the same day. That speed is the whole point of staying small, and it is what lets us throw an idea away cheaply when it turns out not to be fun.

What we are trying to make

Strategy games at a moderate pace. There should be time to form a plan, time to commit to it, and time to regret it. What we chase is the moment where one small decision quietly decides everything that follows. A scout sent to the right place. A push held back for thirty seconds. A power saved instead of spent.

Underneath that we want the games to be fun in an unserious way. Competitive games can take themselves very seriously indeed, and we would rather ours had a sense of humour about the whole thing while still being worth playing to win.

How we work

  • Playable early, and often. Ideas are argued about in a match, not in a document. If it is not fun in someone's hands, it does not survive.
  • Ship in the open. Our players see builds while they are still rough. Alpha testers shape what the game becomes, and we would rather hear that something is broken now than after launch.
  • Gameplay over graphics. Effort goes where it changes the match. Running well on the machine you already own matters more to us than looking marginally better in a screenshot.
  • Fair matches, always. In a game people play to win, every match has to be decided by the players and nothing else. We treat that as non negotiable.
  • Desktop first. We build for the machine that can actually run a strategy game properly, and design the controls for it rather than around it.

Built to be played against people

Our games are designed around online multiplayer from the very beginning. Ranked play, replays and spectating are part of the plan rather than features added afterwards, because they are what a competitive game needs in order to have a life beyond its first month.

Independent

No publisher, no external shareholders, and no roadmap written by someone who does not play the game.

Based in Massachusetts

Registered in the United States, working with contributors and testers across Europe and North America.

Working with us

We occasionally take on people for art, 3D models, maps and balance work. If that sounds like you, get in touch.