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Studio's Manifesto

·795 words·4 mins
 Author
Author
Félicette the catstronaut
Responsible of space adventures

Our values and principles
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Primum Non Nocere : Firstly, do no harm
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We strictly refrain from using techniques that are harmful to players, that means no manipulation that artificially exploits addiction, no “dark patterns,” and no alienating game mechanics.

Examples include mechanics involving:

  • Microtransactions
  • Battle passes
  • Paid, randomized loot boxes
  • Clan or league based multiplayer strategies
  • Gacha systems
  • Repetitive (and alienating) daily tasks, examples of games featuring these are legion.

These mechanics are not inherently harmful, but they are rarely employed for any purpose other than maximizing profit or player retention, often to the detriment of the player or even their health. On some occasions, however, it may be worth exploring ways to use some of these mechanics in a non-harmful manner.

KISH : Keep It Small and Human
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The project structure must remain intentionally small and human-scale. It is generally accepted that the “critical mass” for a working group, in order to maintain good interpersonal interactions and cohesion, hovers around 10 people (±20%), depending on the specific group dynamics. We, therefore, strive to ensure that project teams never exceed this critical mass at any stage of development; should a project genuinely require a larger workforce, it must be subdivided into distinct working groups. Beyond this specific limit, we will endeavor to keep the overall team size as lean as possible. A team may also be structured into “essential members” (the core team) and “temporary members” (freelancers); we will strive to maintain a minimal core team consisting of approximately 4–5 individuals.

Be free, Be indie
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To be truly free, one must be independent in every conceivable aspect. The underlying principle is to avoid any form of heavy dependency, whether in terms of software, funding, or any other external factor. Regarding software (application), we will therefore avoid as much as possible :

  • proprietary software
  • software liable to lock us into a specific ecosystem
  • developing habits that are overly tied to a specific piece of software; instead, we must rely on solid foundational skills rather than on software that exclusively serves to simplify our work.

Regarding financing, we will avoid as much as possible :

  • being bound by financing contracts that could strip us of our freedom
  • outsourcing certain tasks to the point of creating an excessive dependency
  • any partnership with publishers who are too dubious or have a poor reputation and on a temporary basis
  • taking easy shortcuts that would saddle us with debt that restricts our options; consequently, we will prefer to proceed at a slower pace.

Temporary alliances may be considered based on the benefits they provide; however, signing a contract that enslaves us or claims an unfair share of the proceeds is not an option.

Players are our backers and target
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Players are the ones who fund and financially support us. They are not dubious intermediaries and are our primary target audience. Consequently, it is essential that we seek our community’s input, analyze their feedback, and take it into account.

Transparency and clarity
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We have a duty to be transparent and clear regarding our intentions and our communication with our audience. With every announcement and every decision, we make it a point of duty to communicate these matters clearly. Especially when making choices that may appear contrary to the community’s expectations or that could prove divisive.

Real time over turn base
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The studio’s editorial guidelines will be oriented toward real-time gameplay rather than turn-based gameplay. Nevertheless, we do not rule out turn-based mechanics entirely provided they are particularly original, maintain a thematic link with the studio’s other editorial priorities, or constitute only a minor component of a given project.

Tendency to play with physics
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Projects tend to emphasize gameplay that involves interacting with, and manipulating, physics in a broad sense.

Feel the lore rather than suffering the story
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The studio gravitates toward games that grant the player greater freedom of movement, relying on embedded lore and environmental storytelling to spark the imagination, rather than delivering a didactic narrative that restricts gameplay flow. As much as possible, the player should remain free to move and explore, fully immersed in a coherent universe rich in contextual depth.

Diegesis over mimesis in every aspect
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We strive, whenever possible, to create universes and mechanics that are diegetics, meaning : they are fully integrated into the game world itself. First and foremost, this entails minimizing or eliminating user interfaces (UIs), at least within the game’s immersive modes.

All our data are belong to us
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Our data belongs to us, it is up to us to manage and manipulate it. We must never transfer its management or responsibility to others. In doing so, we will avoid any provider that attempts to arrogate rights over our data (GAFAM, etc.).