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Co-development

Your game. Our production team.

Most indie games stall in the last 30%. We partner with solo devs and small teams to carry the load that isn't the creative core.

What we bring

01

Engineering capacity

Systems, tools, save/load, platform plumbing and performance work — the parts that eat months and are not the creative core.

02

Art & animation pipeline

Production art matched to your style bible, with a pipeline that keeps output consistent as the volume goes up.

03

Shipping discipline

Milestones, regular builds, QA passes and store readiness — the process that turns a nearly-finished game into a release.

Deal structures

Milestone

Fixed scope, fixed fee, paid against agreed deliverables. Cleanest when the remaining work is well defined.

Rev-share

We carry part of the production cost and take a share of revenue. Suited to projects with a clear audience and a store plan.

Hybrid

A reduced fee plus a smaller share. The usual answer when a project is funded but the runway is tight.

In progress

Fear Tall Grass

A co-development partnership with Ziah Miller. Purus contributes engineering capacity and production art alongside the maker's own direction, working to a milestone plan aimed at a store page.

Status: Steam release soon.

Fear Tall Grass key art with a knight, a fox, a bird and a lizard crouched in tall grass beneath a giant owl
Fear Tall Grass overworld map with a forest clearing, an altar and the party at the shore
Fear Tall Grass battle on a beach, a knight swinging a mace at an armoured fox

Making a game and stuck on the last stretch? Send us a build.

Talk co-dev