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

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

Sprocket

Gameplay Programmer

Turns design notes into Godot scenes and collapsing-tile logic. The desk has more spare gears than snacks.

Ballast

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

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

Fathom

Sound & Music Designer

Builds the game's soundscape from clockwork ticks and deep-water hums. Every sound effect "needs more echo."

Harbourmaster

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.