The studio

A micro studio with epic taste.

MicroMicro makes small games for audiences the big studios skip — a language, a diaspora, a myth, an in-joke — and treats their stories with the seriousness they deserve.

Why we exist

Most studios chase the largest possible audience. So the games for everyone else never get made.

Not because nobody wants them — because a spreadsheet somewhere decided the audience was too small. A phrasebook game for a language almost no one still speaks. A Sámi lullaby app. A game built entirely around one week-old joke a single community is telling. The market says don’t. We say that’s exactly the room we want to be in.

The other half of the problem is speed. The trends and moments that could carry a tiny game move faster than a normal studio can hold a greenlight meeting. By the time the machine says yes, the moment’s gone.

MicroMicro lives in that gap: small enough to build for one specific room, fast enough to arrive while it’s still warm. We keep the scope tiny on purpose, so the maths works at a size everyone else ignores.

micro · micro

Why “MicroMicro”?

MICRO ①
Micro budget. Built for the size of audience big studios can’t justify. The economics only work small.
MICRO ②
Micro scope. One idea, one loop, launched in weeks. If it needs a tutorial, it’s already too big.
mm
Small, honestly. The mark is a millimetre — the smallest unit you’d actually measure something in. Tiny, and not pretending otherwise.

What we believe

Six principles, no manifesto.

01

One loop or nothing

Every game is a single mechanic you understand in five seconds and feel in one. Depth is a trap at our size.

02

Made for one room

We build for a specific audience who’ll feel it was made only for them. Niche isn’t a limit — it’s the whole point.

03

Ship inside the moment

A trend has a window; a meme has a shelf life. We launch while it’s alive, then move on without ego.

04

With the culture, never about it

Insiders lead every project rooted in a living culture. We ride trends. We don’t tour the people behind them.

05

Small scope is a feature

Constraints are why we can serve you at all. We’d rather ship one honest loop than promise a world we can’t build.

06

Leave gracefully

When a game’s moment passes, we sunset it with thanks — not a fire sale. Then we go find the next room.

How a game gets made

A tiny core, and the people who actually know.

The core · 2–3 people

Keeps the app small

A designer — finds the one loop and cuts everything else.
A developer — ships it on two platforms without bloat.
A producer — sometimes, when a project needs a hand.
The insiders · per project
Culture-keepersReciters, elders, historians who hold the story.
Language leadsNative speakers who write, voice and check every word.
ArtistsIllustrators and ornamentists working in living traditions.
MusiciansComposers and players of the real instruments.

The cultural authority sits with the people on the right — not the two or three on the left.

Our commitment

Building on someone’s culture is a responsibility. Here’s how we hold it.

01
Insiders, credited by name

Every project rooted in a culture is led by people from it, and everyone who contributes is named — not thanked vaguely in a footer.

02
We pay for cultural work

Knowledge, voice, and art are work. Reciters, translators, and artists are paid, not “exposed.”

03
The community can say no

If the people a game is for don’t want it made, or want it changed, that’s the end of the conversation — not a negotiation.

04
We never fake fluency

Nothing ships in a language until a native speaker has written and checked it. No machine translation stands in for a person.

Small studio. Open door.

Whether you hold a story, speak a language, make art, or just see a game nobody’s made yet — we’d like to hear from you.