Infinite Zero Indie Games · Original Worlds
Section · Studio · we make worlds, not products

Infinite worlds, made by a human-scale team.

We build games and small apps with mystery, style, and soul. Three projects in active making — no big deal. come in.

03 in development · Est. Archtomtom Ltd
Section · Games

Projects designed to linger in the player's head.

Each game is one tight idea given room to breathe. We pick a feeling first, then the systems that earn it.

Tappy Duck key art Coming soon

Tappy Duck

A tap-to-fly arcade pocket game with feathers and physics in equal measure.

iOS · Android Open
Asteroid Oblivion key art In concept

Asteroid Oblivion

A lonely cockpit, a dying star, and a field of rocks that remember being a planet.

PC · Console Open
Section · Apps

Small tools that do one thing well.

Side projects that escaped the studio. Utility apps, playful tools, and quiet companions.

iOS Open beta

Tappy Duck

One tap. One feather. Endless puddles.

iOS Android

Loony Foxes

Race a friend through painted woods after dark.

Soon

Asteroid Oblivion

A pocket cockpit for slow afternoons.

Section · Journal

Notes from the workbench.

Process pieces, post-mortems, and short essays about making things slowly.

Section · Process

How an idea turns into a world.

Three steps, repeated until the game stops arguing back. No roadmaps, no theatre.

01 · Spark

Find the feeling.

We start with one image, one sound, or one verb that won't leave us alone. Everything else negotiates around it.

02 · Prototype

Make it play.

A scrappy build in a week. If the verb feels right at 30 frames per second, the project earns a name.

03 · Carve

Strip until it sings.

Cut every system that doesn't argue for the feeling. What's left is small, dense, and ours.