Studio

Independent, unpublished,
building in the open

Four games, no publisher. We fund the work ourselves and publish what we have played.

Violet Arc is a small studio working on strategy and exploration games that reward player choice. We started in 2024 with one rule: ship the build, not the promise.

We build in the open, ship slowly, and cut anything that doesn't survive testing. Two of Conquest's six ages were cut for exactly that reason, and the game is better for it.

Nothing is announced before it runs. Every update on this site is a build we have played.

Decisions that compound

Every choice made is decisive, shaping the way you play moving forward.

Systems you can see

No hidden dice. If a route fails, the game shows you which part of the system failed and why.

Room to experiment

Approachable in the first half hour, still generous a hundred hours later. Curiosity is the intended strategy.

Questions, answered

When does a game come out?
Nothing is announced before it runs. Each world page shows which of the six steps its game is on, and every step goes in the Log as it happens. For each one as it lands, sign up to the dispatch.
What will I be able to play on?
Each world page lists its own platforms. Between them: Steam, iOS, iPadOS and Android.
Can I playtest?
Private playtests run by invitation, at any step. Open playtests are step five. Either way, you’ll hear about it in the dispatch first.
Are your games vibe coded?
No. Every game starts as a design document, and the rules have to hold up on paper before anything is built. We’re a small studio, so we use the tools that save us time, AI included, for rough prototypes and some of the back-end work. The vibes are still made by hand.
Who is behind Violet Arc?
A small independent studio, started in 2024. There is no publisher; we fund the work ourselves.
I don’t have a question.
Thank you. You’re the easiest person we’ve spoken to all week.

Hiring

No open roles right now.

We hire when a build needs a discipline we don’t have, and we say so here first.

Contact

Follow our worldsas we build them

A devlog when there's something worth saying. Build notes, what broke, what we cut. No marketing mail.

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