About

The studio

The games side of Kilo Moana. Same company, different kind of product.

Kilo Moana Games is the part of Kilo Moana UG that makes games. Not a separate studio, not a publishing label, and not a second company — the same outfit, working on a different kind of product.

How we work

Everything happens in-house: the design document, the engine work, the art and the sound. Godot for the engine, Blender and Aseprite for assets, and the same version control and build discipline we use for the web products.

That rules two things out on purpose. We use no middleware we could not replace ourselves, and no engine whose licence terms we do not control for the life of a project. Both are risks a company our size cannot carry.

The design comes first, and on paper. A game that cannot be described in a document somebody else can read is usually a game that does not work yet.

Why the unfinished projects are public

Most of what is on the projects page will never become a finished game. That is how prototyping works, and showing only the survivors would give a flattering and false picture of it.

It would also make the projects that reached production look as though they arrived fully formed. They did not. They are the ones that answered yes.

What we do not do

No wishlist countdown before there is a build. No announcement trailer cut from concept art. No release date until a date is a decision rather than a hope. And no screenshot on this site that was not taken from a running build — if a project has no picture, it gets no picture.