Dead Air
You keep the last working AM transmitter on the Lake Erie shore. By night you go live, and what you broadcast changes the town. Then a second station starts broadcasting on your frequency.
Small, strange, warm games about places on the edge of the map.
An independent studio in Ohio. We build narrative and atmospheric games with Claude.
You keep the last working AM transmitter on the Lake Erie shore. By night you go live, and what you broadcast changes the town. Then a second station starts broadcasting on your frequency.
The millennium bug was biological. Skate a flooded shopping mall with a baseball bat and a Walkman, grind the rails, and swap mixtapes to reshape your stats mid-fight.
A first-person exploration RPG in a post-collapse Great Lakes archipelago: drowned towns, salvage, and the people who stayed.
Every game here is developed with Claude Code. Each project is planned, built, tested and documented with Claude, with an agent guide in every repository.
On Y2K: Bio-Punk, Claude Code directs the build: it writes the work briefs, reviews and merges every change, and checks it against 25 automated test suites and a smoke test of the packaged game before anything counts as done.
We say where our assets come from. Dead Air's voices are rendered offline with the open Kokoro-82M model, and its music is public-domain 78s with full provenance. Y2K: Bio-Punk's 3D models are generated with Meshy, and its mixtapes with Google Gemini.
Dead Air is our first release: free to play in the browser today, with a commercial edition planned for itch.io in early 2027 and Steam later that year. A free Windows demo of Y2K: Bio-Punk is next.