FishPunk Game Studio
FishPunk is a small studio building games with a steampunk streak — clockwork worlds, brass machinery, and mechanics that reward planning ahead rather than reflexes.
We'd rather ship one mechanic that actually rewards thinking a few moves ahead than a dozen shallow ones — Mare Jump's collapsing-tile movement is the first result of that. Every future FishPunk game shares one account system, so a player who follows us from one game to the next never has to start over with a new sign-up.
Team
We work under nicknames, not real names - each one tied to a real stage of how this studio actually ships a game.
Compass
Game Director & Lead Designer
Charts every run before a single tile collapses. Designed Mare Jump's Knight-movement rule and still argues about balance in the studio chat at 2am.
Sprocket
Gameplay Programmer
Turns design notes into Godot scenes and collapsing-tile logic. The desk has more spare gears than snacks.
Ballast
Backend & Infrastructure Engineer
Keeps the engine room running - Supabase, auth, the RPCs nobody else wants to touch. If the site's up, that's why.
Brassfin
Art Director
Painted Mare Jump's key art and decided, loudly, that the site should never look like a parchment-textured relic again.
Fathom
Sound & Music Designer
Builds the game's soundscape from clockwork ticks and deep-water hums. Every sound effect "needs more echo."
Harbourmaster
QA, Release & Community
Tests every build, files the bug reports nobody wants to read, and is the one who actually runs the deploy on release day.