A HYPER-NICHE GAME STUDIO

YOUR COMMUNITY’S WORLD, MADE PLAYABLE.

Small browser games built from the lore only your people understand. One link to open; an audience of a few hundred by design.

RUNS IN A BROWSER TAB NO ACCOUNTS NO TRACKING NO INSTALL PHONE OR DESKTOP
SELECTED GAMES / FREE TO PLAY

Games for people who’d notice if we got it wrong.

A furniture shop, a congregation, a spacecraft, one person’s iPod. Each game is built around a world specific enough to push back.

HOUSTON_WOOD_SHOP.GAMEBUSINESS SIM
Houston Custom Wood Shop gameplay showing a custom furniture shop OPEN ↗
HOUSTON, TEXASABOUT 15 MINUTES

Houston Custom Wood Shop

Save an all-wood Houston furniture shop you bought for two dollars—without giving up the rest of your life.

JEWISH_COMMUNITY_SIM.GAMECOMMUNITY SIM
Jewish Community Simulator title and congregation setup screen OPEN ↗
192 FICTIONAL CONGREGATIONSFOUR STAFF ROLES

Jewish Community Simulator

Run a fictional congregation for a year as the rabbi, cantor, education director, or office manager.

TURN_THE_CAMERA_HOME.GAMEHISTORICAL SIM
Turn the Camera Home gameplay showing the Voyager camera sequence OPEN ↗
FIVE ACTSABOUT 25 MINUTES

Turn the Camera Home

Take Voyager 1’s final look back in a browser game about the making of the Pale Blue Dot.

SAMS_IPOD_2006.GAMENOSTALGIA
Sam's iPod 2006 click wheel and music library OPEN ↗
WEST CAMPUS, 2006847 SONGS

Sam’s iPod 2006

A playable recreation of one person’s iPod: a click wheel, 847 songs, and the question of what loads next.

WHY A GAME / WHY NOW

YOUR COMMUNITY ALREADY HAS A WORLD.

The best stories rarely start in a content strategy. They live in shared memories, local legends, recurring jokes, beloved characters, and the things only your people understand.

People drift and references dull. A game preserves more than the information. It lets people step inside the pressure, move through the place, make the bad decision, and recognize why it mattered.

Specificity supplies the mechanics.

The small detail can carry the whole system. We begin where outsiders would need an explanation.

A few hundred players is enough.

AI-accelerated production changed the arithmetic without changing who decides what matters.

The finished game can trust the room.

It can keep the nickname, know the route, and leave the strange part intact.

THE WORKING RELATIONSHIP

From inside joke to playable world.

A kickoff hour. A playable build early. Short weekly check-ins while the game can still change. Your community supplies truth; the studio carries the craft.

  1. WORLD.TXT 01

    You tell us who would notice.

    We begin with the people, places, recurring arguments, beloved characters, and details that would be wrong in anybody else’s game.

    OUTPUT: KICKOFF / WORLD NOTES
  2. PROTOTYPE.HTML 02

    The first playable thing arrives early.

    A small browser build tests the central mechanic while the game is still soft enough to change without ceremony.

    OUTPUT: PLAYABLE PROTOTYPE
  3. YOUR_PEOPLE.LOG 03

    Your community stays in the room.

    The people who know the world play it, tell us where it feels false, and recognize what landed before polish locks anything down.

    OUTPUT: PLAYTEST / FEEDBACK
  4. RELEASE.ZIP 04

    The finished game leaves with you.

    One link opens it. The handoff includes the release, source, project-specific files, and operating notes under terms named before the full build. You can keep working with us or not.

    OUTPUT: WHOLE GAME / PRACTICAL HANDOFF
PRODUCTION_NOTES.TXT_ □ ×
> CODE DRAFTS: MACHINE-ASSISTED
> ART ROUGHS: MACHINE-ASSISTED
> OVERNIGHT ITERATION: RUNNING
> COMMUNITY TRUTH: HUMAN-SUPPLIED
> JUDGMENT CALLS: HUMAN
> FINAL CRAFT: STUDIO
A PLAIN WORD ABOUT THE MACHINES

AI carries production weight. Human judgment directs the work.

AI handles code drafts, art roughs, overnight iteration, and deployment chores. A person still decides which stories carry the game, how the systems should feel, what rings false, and when the build is done.

The practice compounds: better ways to build decisions, saves, systems, and browser releases travel into future work. Your community’s characters, history, data, and private material do not.

Jacob Sager, founder of Brand New Colors
THE STUDIO / FOUNDED BY JACOB SAGER

I read a community the way an English major reads a novel. Then I build the systems that make it playable.

Brand New Colors listens for the phrase that needs no explanation inside the group, the pressure that gives a player a real decision, and the detail that would be flattened by a game built for everybody.

MORE ABOUT THE STUDIO ↗
SOMEWHERE IN YOUR GROUP CHAT

A GAME IS WAITING.

We build these for communities with worlds worth playing in. If that’s yours, tell us about it.

START A GAME PROJECT