Play. Architect. Innovate.

We sit at the intersection of engineering and entertainment. Our games validate our technology, and that technology ships as product: premium titles, the Hotshot Suite for Unreal Engine, and Lud Studio, the software that runs our own studio.

Our Interactive Ecosystem

Three pillars, one foundation. We reject the single-bet studio model: games validate the technology, and the technology is sold as product.

01
Premium titles

Play

Commercial products and proving grounds. Cygnus validates the Hotshot Suite on Unreal Engine, and Cyber Match validates the Lud Engine. Each is a standalone game built to succeed on its own.

02
Unreal plugins

Architect

Decoupled systems extracted from our own production and packaged for the Unreal ecosystem: Dialogue, Save, Codex, Interaction, and the Hotshot MCP agent layer our own titles are built with.

03
AI-native software

Innovate

Lud Studio puts engine, planning and marketing on one architecture, closing the loop from plan to build to players that no vendor stack can close today.

Setting the benchmark in interactive media twice over: in the games players choose, and in the tools studios build them with.

Our Games

Two standalone premium titles. Cygnus proves the Unreal pipeline; Cyber Match proves the Lud Engine.

In Development · Unreal Engine · PC

Cygnus

Take control of an astronomical creature in a narrative-driven puzzle-adventure. Explore sprawling biomes, uncover hidden star maps, and restore the damaged constellations of a shattered universe.

  • Restore fragmented constellations
  • Master the Stitch for traversal
  • Cure Zombified dark creatures
PLAY TRAILER
PLAY IN BROWSER
Coming Q4 2026 · Steam · Windows / macOS

Cyber Match

A vibe-driven hacker roguelike. Every hack is a match-3 breach, played on a CRT inside a rain-soaked 1990s bedroom, for a handler you never see and shouldn't trust.

  • Roguelite builds across five archetypes
  • Dread over difficulty: TRACE, false knocks, raids
  • A full campaign plus online duels

The Hotshot Suite

A plugin portfolio for Unreal Engine. Systems proven in our own production, packaged for everyone else's, and headed for Fab.

Flagship
MCP

Hotshot MCP

AI-supported development workflows that extend native unreal-mcp rather than wrap it. This is the agent layer our own titles are built with, proven in Cygnus production and packaged for the wider Unreal ecosystem.

Coming to Fab
DLG

Hotshot Dialogue

Node-based branching narrative. Authoring, conditions and runtime state for dialogue trees that stay readable at scale. Writers work in the graph; engineers never touch it.

Coming to Fab
SAV

Hotshot Save

World state management. Captures the whole living world, including actors spawned at runtime, so a session returns exactly as the player left it.

Coming to Fab
CDX

Hotshot Codex

Systemic data management. Structured game data for deep-scale titles: items, factions, progression, economy. Designed for content volume that breaks data tables.

Coming to Fab
INT

Hotshot Interaction

Universal interaction framework. One decoupled contract for every interactable, reusable across any project. Drop it in without inheriting a hierarchy.

Coming to Fab

Lud Studio

Studios run on four systems that share nothing: a tracker, a spreadsheet, an engine and a mailing tool. Lud puts build, planning and outreach on one architecture, so work carries from plan to build to players without a hand-off.

Visit Lud Studio
Build the game

Lud Engine

The semantic WebGPU compiler. Describe a game and get real Three.js you own, on a runtime that checks its own work.

  • Self-verifying build loop. Runs what it writes and fixes it before it reaches you.
  • Creator control. Live viewport, Game Graph and custom editor tabs.
  • Grounded agents. Generation that reads your design docs.
Run the studio

Lud Vision

Project management, communication and finance in one workspace, where a chat message becomes work and keeps showing its status.

  • Integrated runway. Change a date, watch the cash position move.
  • Artist-first pipelines. Concept, model, integration as real art workflows.
  • The model is a graph. Revenue edited visually, every dial shows what it feeds.
Take it to players

Lud Reach

Research to outreach, end to end. Contacts, ranking, mailing and posting, AI-integrated at every step.

  • Own sending infrastructure. Per-mailbox SMTP with automated warmup ladders.
  • The playable is the ad. The actual game hosted as the campaign, measured 1:1.
  • Graduated autonomy. Manual, then assisted, then automatic.
Customer zero

Hotshot runs on Lud Studio every day. Lud Vision runs our planning meetings, sprint tracking and every product document. Lud Engine prototyped Cyber Match and is where it is being built today. Lud Reach carries Cyber Match outreach, from curator research to the playable demo.

One assistant across all three. Lud AI opens with a keystroke in any Lud product and already knows the studio. Tell it once in Vision that the team estimates in hours, and Engine and Reach already know. It never has more access than you do, and every change it makes is recorded and revertible.

Latest Articles

News, reviews, and insights into our game development process.

The Team

Shipped titles, not résumés. Every discipline a studio needs, drawn from teams that have released commercially.

Sesil Hıdır

Sesil Hıdır

UI / UX & 2D Artist

Onur Tercan

Onur Tercan

Founder & Technical Director

Eray Yılmaz

Eray Yılmaz

Software Developer

Ahmethan Bakır

Ahmethan Bakır

Game Programmer

Mert Şimşit

Mert Şimşit

3D Artist & Animator

Kenan Kanat

Kenan Kanat

Sound Designer

Teoman Karadaş

Teoman Karadaş

Marketing Lead