Time for the big one. The philosophy, the science, the small room with the pizzas: here's what all of it is actually being poured into. The full overview of everything being built, planned, and dreamed about over the last couple of years.
Honestly, upfront: many of these are still half-built, some further than others, some could ship pretty soon. This isn't a marketing slate with fixed dates and polished trailers. It's a small studio opening its notebook.
The Industry. Already covered elsewhere, and it will almost certainly be the first release. A Hollywood studio simulation on a real economy: finding the right time and place to release a film, navigating talent, fighting through distribution, chasing the festival conversation and awards season as much as the box office. Not that serious, deliberately: built on real data and real industry logic, but flavored with the noise of the trades, Variety, Hollywood Reporter, Screen International, gossip and all. Playable and enjoyable for anyone who's ever thought "I could run a studio."
ACE, the tennis project. The biggest idea's first full test. Management games are wonderful on the management level; on the personal level, nobody's quite made a player feel truly alive. Tennis is perfect for that: one of the biggest sports in the world, and arguably the most personal, one person alone on the court carrying everything, with genuinely good science underneath to build a real engine on. Paradox's slice of life was a huge inspiration; the player was never going to be a row in a table. Two games married into one: win matches, develop the right way, choose tournaments, climb rankings, land sponsors, become number one, and separately, the relationships, the stress, the confidence, the conversation on the flight home after a tournament that might be the moment you find out how your player really felt out there.
Racing Manager. A huge Grand Prix fan's project, the strategy, the machinery, the drama of watching a favorite team make the wrong call every race weekend. Now you can be disappointed in yourself instead. But it refuses to be just management too: it's a life game, a relationship game, an arc where you spend years running a top team, then walk away to start your own, maybe with a legendary driver you've built a relationship with, down in the bottom series, clawing back up. Maybe crossing into bikes. The amount of real data and physics available in racing is astonishing, and it's all getting used.
Golf. Simple origin: one of us plays and lives it, so he's responsible for this one. The honest plan: tennis first, learn everything from it, then bring the same life-around-the-sport mechanics into golf. And, given some of what's made golf headlines over the last decade, imagine a golf management game where that layer of life actually exists in the simulation.
Basketball Manager. Sounds enormous, and here's the thing: the engine already exists, years of work already sitting inside it. What's left is the world around it, the structure, the ecosystem. Not just a management game either: team cohesion, how players work together, the relationships inside a locker room. Maybe your two biggest stars hate each other. Now that's your problem.
Football, the dream. The furthest away, a long, long way off, but it belongs here because it's always been dreamed about: imagine if Sports Interactive and Paradox made a game together. Let's see if it's possible. For now, let it live as a dream said out loud.
World Simulation. The biggest one: the engine and mechanics for a full world simulation, real diplomacy, real economics, any country on Earth shaped the way you believe it should be. Honestly huge, still figuring out whether it's even possible for a studio this size. Prove ourselves on the more doable games first. But the engine work has started, and the ambition isn't going anywhere.
Films, Retold. The bridge between two worlds: wonderful films that never found the right distributor, the right moment, retold as elevated visual novels built on real IP, giving them a second life. Coming, in some form.
That's the notebook. Some of it nearly real, some half-built, some a dream said out loud so you can hold us to it. Every one of these comes from the same place: games desperately wanted, deep enough, alive enough, personal enough, that nobody else made. So: making them ourselves. One small room. A lot of engines. Let's go.