creative vision. So, while we can outline a strategy in broad strokes - we focus on indie games, genre-agnostic, whether it’s horror, survival, or something completely unexpected - the real strategy is in how we adapt to each partner’s specific needs. Some studios only want marketing support. Others need localization, QA, or help porting to consoles. Some developers are deeply protective of their creative process and want minimal interference, while others ask us to fill gaps on their team - a producer, a game designer or whatever else is needed. We’ve managed to concentrate all of that expertise into a compact team of professionals, and that’s exactly what allows us to stay strategically flexible.
Before we talk about Dreadmoor, can you tell us about the types of games you’re interested in investing in. Alexey: The rule is actually very simple: the game has to excite the team. Of course we evaluate each title individually, but the magic really happens when we sit down together and go through them one by one. Our people have wildly different gaming tastes and backgrounds and that diversity of voices leads to some genuinely fascinating discussions. Our current approach is this: if someone on the team is passionate enough to champion a game - to stand up and argue that it belongs in our portfolio - we give them every resource to make their case. That’s why we don’t limit ourselves to specific genres. Yes, single-genre publishing is a rising trend, but it feels too restrictive for us. The indie space is teeming with bold, daring ideas that push boundaries in even the most established genres. Sure, we could say we don’t consider traditional sports simulators - but that would be a bit dishonest. If a game is genuinely compelling, we’re not going to pass on it just because of some rule we wrote on paper.
So, to Dreadmoor… “a Lovecraftian fishing adventure set in a post- nuclear apocalypse world” doesn’t sound like a pitch I’ve ever heard before! Tell us all about it. Alexey: First of all - I love fishing. I genuinely enjoy that kind of escape: heading far from civilization with a tent for a few days, cooking over a campfire, casting a line. So when Dreadmoor crossed my desk, it grabbed my attention immediately. Second, the team at Dream Dock are exceptional creators. And yes, their CEO is also a fishing enthusiast. Before we signed anything, we made
a point of meeting him in person - and we went fishing together. That’s where we shook hands on the deal. As for the game itself - Dreadmoor drops you into a hauntingly
atmospheric post-apocalyptic world where the waters hide far more than fish. It blends the meditative rhythm of fishing with genuine Lovecraftian dread: you’ll be exploring eerie, fog-drenched environments and pulling strange, unsettling creatures from waters. The gameplay loop is deceptively compelling - there’s the tactile satisfaction of the fishing mechanics but layered on top is a sense of mystery and tension that keeps you pushing deeper into the unknown.
Dreadmoor is set for a Q4 release, so what other games can we expect from you before then? Alexey: In the first half of the year, we’re planning to release Bylina - an action-adventure set in a fantasy world. It’s a humorous, bold, and kinda provocative project created by the fantastic team at Far Far Games. Beyond that, we have several other titles on the horizon in some truly unexpected genres and directions - including a game about plant breeding, of all things - but it’s a bit too early to say more about those just yet. Stay tuned.
What can you tell us about your long-term plans? Alexey: We want to stay true to our core strategy: publish games we genuinely believe in. The goal is to grow to around five to seven titles a year without compromising on quality. Every project in our portfolio should be something we’re proud to stand behind. We’d rather do fewer things well than spread ourselves thin chasing volume. We also plan to keep experimenting with genres. We don’t want
to get locked into one lane - the beauty of the indie scene is that it evolves year after year, constantly reshaping itself, and we want to evolve with it. That flexibility is something we see as a strength, not a lack of focus. Beyond that, we’re exploring the idea of establishing a fund to
support developers at earlier stages. It’s still in the works, but we believe there’s an opportunity to back promising teams before they even have a polished pitch deck - to be there on the ground floor and help shape something special together.
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