Strategy · Document

Wash, lather, repeat…

📋 A “Winzardy Board” diagram is attached to this document (available in the studio workspace).

The company’s main asset is:

  • Team
  • Engine
    • By “engine” we mean a set of technologies, game mechanics and connecting systems
  • IP
  • Established processes
  • Organizational infrastructure

In other words, we are first and foremost a game studio (a game-production factory).

Regardless of the main project’s success, the company’s product strategy does not change and always works:

  • If the main project scales well, the company gets a free hand
  • If the main project failed to scale, the company has assets that let it attract strong partners and repeat iterations

In practice our business looks like this:

  • The core development team
    • Builds the engine and IP
    • Makes the main product
  • Small R&D teams (3–4 people) that use the engine and IP (R&D teams for working with publishers)
    • Can quickly make quality prototypes (up to 1–2 months).
      • This is already available at the current stage: Product strategy (ARCHIVED) — Technical build (current stage)
    • Can iterate quickly and go through the soft-launch stage.
      • This will be available at the next stage: Product strategy (ARCHIVED) — Technical launch
      • However, completing the stage Product strategy (ARCHIVED) — Soft launch will significantly improve the speed and quality of iterations
    • Global launch also iterates quickly on the development side but requires expanding the team

As a result, by reusing our internal technology and IP we can build Mid-Core games quickly and cheaply (on the scale of Archero, Deep Rock Galactic: Survivor, etc.), and we have a competitive advantage in this.

⚠ Important We keep our competitive advantage only in the niche of Top-down ARPG Single-player. In the future Multi-player will be added to this list.