amateur
- Made for the love of the game.
- Bold, daring, disruptive.
- Reckless with ideas, ruthless with numbers.
Target-oriented
game production.
Aim less.
Shoot more.
Live on day fourteen
Judged on fifteen
Amateur by name.
Unreasonably measured.
Pull back. Let go. It gets logged.
The industry aims for three years and hopes. We pick the target before the game, build it to a professional standard in two weeks with tools most studios haven’t heard of, and let the numbers decide what lives. They are rarely wrong. We are rarely offended.
Four things we believe
The industry will, eventually
01
Every game starts as a number we intend to move: an audience, a retention curve, a bar to clear. The idea shows up second, and it auditions.
02
A three-year project is one data point, and an expensive one. We would rather have a distribution. Small bets, built properly, fired often, each one teaching the next where to aim.
03
The process is professional, and so is the finish. Building got cheap enough to be curious, so the strange ideas get made, and made well. The safe ones can find another studio.
04
We don’t wait for launch to look. Every project is read from day one, and the ones with a real chance of landing get the focus. The rest get cut early, founders’ favourites first.
The industry still plans in years. New tools made that optional, so we rebuilt the studio around two-week cycles. Same quality bar. Same ammunition. Far more shots.
Day 0
Set the target first: an audience, a metric, a bar to clear. Data picks the genre. Taste picks the rest, and taste is not up for a vote.
Days 1–3
Playable by day three, or it’s dead. Either way, cheaper than a meeting about it.
Days 4–11
An AI-native pipeline and the newest tools that actually work, held to a studio-grade bar. The toolchain is whatever shipped last Tuesday. We don’t wait for the conference talk.
Days 12–13
Store page, analytics events, the target in writing. Instrumented before it’s pretty. Pretty is a day-thirteen problem.
Day 14
It goes live, finished. Ready is a feeling. Day fourteen is a date.
Day 15 onwards
Retention, engagement, cost to find a player, all read against the day-zero target. Then a verdict. No appeals.
The reading starts on day zero, not after launch. The projects likeliest to land get the focus. Every verdict gets followed, including the ones we don’t like. Especially those.
Small games, built fast and built properly, each one aimed at something specific. Newest first. The data decides which ones get another two weeks. We just reload.
The screens below are artist’s impressions, drawn live by your browser. The buttons are not. Every game here is playable right now, which is more than most studio sites can say.
Artist’s impressionRendered live
AB—004 Latest
The city fell. You’re the cleaning crew.
Zombie ops in a city that ended badly. Each mission is ten to twenty rooms, a flashlight, and no idea what is behind the next door. Start in the parking levels. Work your way up to the Brute. He is expecting you.
Artist’s impressionRendered live
AB—002
The hero walks right. Everything else objects.
A pixel fantasy auto-battler. You choose the build and the bad decisions; he handles the walking. Survive the days, meet the boss, come back with a better idea. He keeps walking either way.
Artist’s impressionRendered live
AB—001
Wall Street, one thumb.
A trading game that lives inside Telegram. Real market data, pretend money and a light dusting of corporate satire. Buy, sell, regret, repeat. No licence required.
Publishers, platforms, investors, or anyone with a faster way to make games. Write to us. We reply within a reasonable trajectory, faster if you bring a target.
hello@amateurballistics.comClickTap anywhere on the red to leave a mark. Marks left: 00