One developer. AI where it helps.

Small games.
Shipped fast.

Giroshima is a one-person studio. I take mechanics players already love, add one twist, and get the result onto Steam in weeks, not years. No team, no office. Just me, with AI tools where they actually save time.

What I'm after

Most small games die in development, and solo projects die fastest. Mine get finished. I keep scope tight, test ideas before committing to them, and put a playable build in front of players on day one.

  • Proven mechanic, one twist. Every idea starts as "known game + one change" and has to pass a scored concept gate before anyone builds it.
  • Built for PC players. No energy bars, no daily-login chores, no ads in my PC games. Pay once, play.
  • Fair price, global audience. Low prices, and every release is localized for players worldwide.
  • Fun you can see. Loud, readable, showy games that make sense in a five-second clip.
  • Marketing from data. AI-driven competitor analysis tells me what the best games in a genre show, say and charge. My store pages, capsules and trailers are built on it.

How I work

A human-directed AI production line

I design, build and ship every game myself. AI speeds up the parts where it helps most: market research, competitor analysis, localization and marketing. The same playbook runs every game, and it gets sharper with each release.

Watch the SLOTDOWN cover get built, one step at a time.

  1. 01Market research
    + composition guides

    Comparable Steam hits analysed with AI: tags, prices, capsules, reviews and wishlist signals. The cover gets its rules before a single pixel.

    AI-assisted
  2. 02Concept gate
    + blueprint sketch

    5–10 pitches scored on 15 criteria. The winner gets a mock capsule and a two-hour grey-box test.

  3. 03Playable
    + flat background

    A lightweight HTML/JS prototype, playable in days, with automated checks on every build.

  4. 04Art & story
    + flat colour: characters & objects

    Characters, cutscenes and objects produced in parallel with gameplay.

  5. 05Playtest & polish
    + ink lines

    Blunt human playtest notes turned into fix lists and resolved in parallel.

  6. 06Localization
    + game logo

    Game text, store page and the title treatment, localized into many languages.

    AI-assisted
  7. 07AI-driven marketing
    + shading

    AI-driven competitor analysis shows what the top games in the tag put on their capsules. I draft variants, test and pick.

    AI-assisted
  8. 08Ship on Steam
    + effects → press

    Desktop build with Steamworks, review, release. Then the next game starts.

LOGO · READABLE AT 120PX HOOK CHARACTER CORE MECHANIC
Shipped
LAYER 00 / 08

Scroll to build the cover

So far

Steam games
2
Mobile & web games
6
Apps
2
Localized for players worldwide
Global

Shipped on Steam, the App Store, itch.io and CrazyGames.

Where I am

Now

SLOTDOWN

The first game through the full pipeline, from concept gate to Steam store page.

Steam page →
In development

Orbsmith

An idle action RPG about forging gear and gems, built on the same playbook.

Steam page →
Next

More Steam games

Each new game starts from a shared kit, so every release ships faster than the last.

Let's talk

Publishers, press, creators and players: I read everything, and I answer it myself.