HOLLOWMERE
A point-and-click fantasy epic. A reluctant gardener must carry a cursed crown across the Hollow Lands to the only fire that can unmake it, while the Eye in the tower never sleeps.
Fresh off the floppy drive. Load "*",8,1 and fly.
NEW!
Strike the dreadnought fleet
A Uridium-style horizontal shoot-'em-up written in pure 6502 assembly for the real Commodore 64. Skim over gigantic dreadnoughts, blow up their generators, dodge the towers and land on the runway before the clock hits zero. Then watch the whole ship go down in a chain reaction.
C64 · C128 · VICE · ULTIMATE 64 · SD2IEC
Tiny, weird and full of heart. Pick your cartridge.
A point-and-click fantasy epic. A reluctant gardener must carry a cursed crown across the Hollow Lands to the only fire that can unmake it, while the Eye in the tower never sleeps.
Impossible missions are our specialty. Rappel into the vault, slip through the laser grid and grab the disk before the fuse burns out. Gadgets, masks, double agents and a theme you'll hum for days.
One ututuco, an endless desert and a giant cactus hiding a 300-year-old secret. Platforming and exploration, all chiptune.
A tiny armadillo at full speed down Route 40. Dodge trucks, grab alfajores and don't curl up before the finish line.
A light in the fields that won't let you sleep. Puzzles by night, mate by day, and a mystery nobody in town wants to talk about.
An ututuco (or tuco-tuco) is a little burrowing rodent from South America: it lives underground, digs endless tunnels and you hear it before you see it: tuc-tuc, tuc-tuc.
That's how we want our games to be: you hear about them from afar, and once you're in the tunnel there's no getting out. We're a tiny indie studio making games with hand-painted pixels, chiptune music and plenty of mate. We love short, weird, memorable games with stories rooted in our land: giant cacti, endless roads and countryside legends.
No microtransactions, no loot boxes. Just games you finish and remember.
Development diary, funny bugs and other odds and ends.
Double-buffered screens, two raster interrupts and a custom charset: how we got 8 pixels per frame out of a 1982 computer.
PLAY ▸Spoiler: the trick is in the tail. A full breakdown of the Pichi Rush run cycle.
READ ▸A badly rounded physics value, a cactus in orbit, and the decision to keep it as an easter egg.
READ ▸Why limiting ourselves to a few colors helped us find the visual identity of Luz Mala.
READ ▸Publisher, press, or want to send us fan art? Drop us a line.