About

We make games because we can't stop asking what if.

Every project here starts the same way, a small question that refuses to stay small. What if a card game took place on a failing power grid? What if catching things falling from a castle was genuinely funny? What if your morning walk was also a geology field trip? We follow those questions until they become something worth playing.

How we think

Curiosity is the design document.

Start with the question

We don't start with a genre or a market. We start with something we genuinely want to know the answer to and build the game that answers it.

Playful systems, real depth

The best games look approachable and reveal themselves slowly. We aim for that feeling; easy to pick up, hard to put down, surprising the longer you stay.

Small studio, no shortcuts

Being small means every decision is intentional. We don't ship something until it feels right, not just finished.

What we make

Five genres. One thread.

Across our five titles you'll find roguelikes, tower defense, arcade comedy, location-based collecting, and FPV drone racing. On the surface they have nothing in common.

Look closer and the thread is there: each one is built around a system that rewards curiosity. Learn the grid, learn the lanes, learn the map under your feet. The game opens up the more you pay attention.

We make games for people who like to figure things out and who don't mind a little mischief along the way.

See all five games →

The studio is one room. A cluster of development PCs. A few tablets and phones for mobile testing. Local play servers for multiplayer sessions. A backup rig. A UPS keeping everything honest when the power blinks.

It's not glamorous. It's also exactly what's needed.

That room sits in the same part of the world where Sierra Online once made King's Quest, Space Quest, and a dozen other games that taught a generation what interactive storytelling could be. We didn't plan it that way. But we don't take it lightly either.

Sierra made games with personality; games that had a point of view, a sense of humor, and genuine craft behind every screen. That's the standard we hold ourselves to. Small footprint, long memory.

The setup

A room full of questions.

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Thirteen Pebbles Games

Curiosity starts small.

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