Independent game studio  ·  building since 2019

We build experiences people don't log out of.

We design, code and run our own multiplayer games. Two Minecraft networks, a Roblox studio, and the discovery network that puts them in front of players. Everything in-house, everything still live.

Players all time
1.4M+
Playing right now
across TalonMC + OtterSMP
Live titles
3
+ 1 in development
Where we ship
Minecraft Java + Bedrock Roblox Live + in dev Fortnite UEFN Hytale At launch
Our games

What we run.

Two Minecraft networks live today, a Roblox tycoon in testing, and one network we retired after six years on our own terms.

Minecraft 2 live networks
TalonMC Skyblock key art Flagship
Java + Bedrock · since 2025

TalonMC

Our flagship network. Prison, Skyblock, Survival, Dungeons and Cobblemon, every mode written by this team rather than bought off a marketplace. Seasons reset, economies get rebalanced by hand, and one login covers Java and Bedrock.

OtterSMP event key art
SMP · since 2024

OtterSMP

A semi-vanilla SMP that stayed small on purpose. Custom progression, boss rushes and live events that turn into stories players still bring up a year later. Dense in personality, low on grind.

Roblox 1 in testing
Slime Farm key art: a rank 1 slime beside a rank 999 galaxy slime New · in development
Roblox · tycoon

Slime Farm

A lucky-block slime tycoon. Buy slimes, merge them, rebirth, and grow a plot that prints goop while you sleep. Twenty-five tiers from a Leafy starter to Galaxy, built by our Roblox team and in closed testing now.

Closed testing  ·  launch TBA Game page
Next up
Two more
in the pipe
Roblox · unannounced

The slate

Two further Roblox experiences in production behind Slime Farm. Same rule as the Minecraft side: original ideas, systems designed to hold up past week one, no reskins.

Announcing when they're ready We're hiring
Where it started

Zero to a million. The hard way.

AkumaMC

Minecraft network · 2019–2025 · sunset
0
Players at launch
1.7K
Peak concurrent
1M+
Unique players
6 yrs
Live ops

AkumaMC opened in 2019 as an empty server with nobody on it. No audience, no funding, no publisher. We grew it by shipping something every single week and sitting in the Discord at 3am reading the complaints.

Years of that took it from an empty lobby to 1,700 players online at once and over a million unique accounts. We got plenty wrong on the way. We sunset it in 2025 deliberately, with the lights still on. Every mistake on it is a rule now.

What it taught us
01
Write your own code

Borrowed systems became somebody else's bug to wait on. Everything is in-house now, so a fix takes a night.

02
Reset before it goes stale

We ran economies months past their peak because the numbers still looked fine. They weren't.

03
The complaints are the roadmap

The loudest tickets were the ones we deferred longest. Balance passes come out of Discord now.

04
Don't be corporate

The bigger it got, the more corporate we let it become. Announcements instead of conversations. We felt the distance.

05
Without your players you're nothing

Not a slogan. Nobody is owed an audience. The day we stop being worth someone's evening, we deserve to lose it.

The studio

Build it, run it, listen, rebuild.

01

Games

We build and operate our own titles end to end. Design, code, art direction, servers, moderation. Nothing we run is a reskin of somebody else's plugin pack.

Our games
02

Communities

1.4M+ players have passed through our worlds and thousands are in the Discords right now. The community is the product. Staff read the tickets, and balance changes come out of them.

Get in touch
03

Discovery

We also run the layer above the games: a network of server-discovery sites that sits on the searches players actually make when they're looking for somewhere new to play.

See the network
04

The loop

Every season ships off the last one's feedback. Short loop, no roadmap theatre. That cycle is most of what the studio actually is.

Build Launch Listen Rebuild
Discovery network  ·  a separate branch

We run the map, too.

Games are half of it. The other half is where players actually start: five single-purpose server lists, one per gamemode, built and operated by us. Live status pings, hands-on testing, a monthly player vote, and a free open-data API on top.

Live pings every three minutes. Ranked top tens, per-server reviews, and gamemode wikis. Free JSON API, CC BY licensed, no key needed  read the licence ↗
Why it works

Nobody remembers a feature list. They remember the season they were there for.

In-house code

Every mode we run was written here. When something needs to change mid-season it changes that night, not next quarter.

Seasons, not patches

Worlds reset. Economies reboot. Leaderboards go back to zero. Players return for the start line, not the endgame.

We read the tickets

Balance passes come out of Discord threads and bug reports. The distance between a complaint and a fix is the whole advantage.

Engineering

The same bar, applied off-platform.

A smaller side of the studio, and a serious one. We take on a handful of software engagements a year, mostly fintech: backend systems, integrations, internal tooling.

Engagements stay small by design. We work directly with founders and engineering leads, scope tightly, and ship the thing that was agreed.

Start a conversation
01Backend systems & APIs

Services that carry real traffic and hold real state. Mostly JVM, Node where it fits, with Mongo, Redis and Postgres behind them. Written to be read by whoever inherits it.

Java / KotlinNodeMongoRedisPostgres
02Fintech integrations

Payment rails, provider APIs, ledgers and reconciliation. The unglamorous half of the stack where being correct matters more than being fast, and where the edge cases are the actual job.

PaymentsLedgersReconciliationWebhooks
03Internal tooling & dashboards

Admin panels, ops consoles and live metrics. If your team is running the business out of a spreadsheet and three Slack threads, this is the part we fix first.

Admin panelsMetricsAlertingReporting
04Web platforms & full-stack

Marketing sites through to logged-in product. We run our own network of high-traffic sites, so this is the same work we already do for ourselves every week.

SSRSEOAuthPaymentsCMS
05Infrastructure & DevOps

Bare metal and VPS fleets, CI pipelines, monitoring, and backups that have actually been restored rather than just scheduled. We keep our own game infrastructure up around the clock, so none of this is theory.

LinuxDockerCI/CDMonitoringBackups
06Technical consultation

Architecture reviews, second opinions, and someone telling you which half of the plan is the risky half before you build it. Short engagements, straight answers.

ArchitectureCode reviewScalingHiring input

The team

Small on purpose.

Everyone here ships. No layer of people between the players and the code.

M
Meed
Founder
A
Aplosh
Software Engineer
B
bogdan
Software Engineer
M
Moose
Software Engineer
P
Pinger
Software Engineer
Careers

Make the next one.

We hire slowly. If you've shipped real things to real players, take ownership without being managed into it, and want your work played the week it lands, talk to us.

Apply, or just say hi

Real people read every message.

Opens your mail client, addressed to [email protected].

Working on something?

Game project, software engagement, brand collaboration, or a platform partnership. Tell us what it is and we'll tell you straight whether it's a fit.