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
Engineering capacity
Systems, tools, save/load, platform plumbing and performance work — the parts that eat months and are not the creative core.
Art & animation pipeline
Production art matched to your style bible, with a pipeline that keeps output consistent as the volume goes up.
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.
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.


