Hello from the desk
A short note about why this site exists, who's behind it, and what to expect if you stick around.
This is the first thing we're publishing on the Maxonice desk, and it's a quiet one. We figured we'd start with a page rather than an announcement — an admission that we exist, and an attempt to set expectations.
Who we are
Two people. A kitchen in a rented flat. One laptop for code, one for art, and a second-hand lamp that actually started all of this.
We've been making small games on and off for about six years, mostly for fun, mostly for nobody. A year ago we decided we'd treat it like a studio — put a name on it, pick three projects that we could actually finish, and publish the making of them publicly, the way you'd run a small magazine.
Maxonice is that magazine. Broadcast desk is the metaphor: the ticker up top is the breaking stuff, the sidebar is the beats, and the main feed is long-form.
What to expect
One dispatch a month, first Friday-ish. Sometimes a devlog, sometimes a note, sometimes a patch list with stories attached. We'll try to keep the tone closer to "field notes" than "marketing." If we have to announce anything we promise to do it exactly once and not with a trailer.
The short-form lives in the ticker — build numbers, a single screenshot, a mood.
Three games, one at a time
We picked three projects we could plausibly finish on the scale of two people:
- Warden's Lantern — a cozy puzzle-adventure on a fogged-in island, our first. It's the one we're deepest into right now.
- Paperline — a text-based detective roguelite set in 1927. Currently pre-production.
- Tideglass — a quieter ARPG-lite about diving into a stained-glass sea. Concept only.
They'll release roughly a year apart. We'll not pretend to know a release date for any of them yet.
That's it
Thanks for reading. If you want to follow along, there's a newsletter sign-up linked from the sidebar, and the ticker and front desk always have whatever we made that month.
See you in December.
