Independent studio · Rust & Bevy
Worlds written to be rewritten.
Gameskrift makes co-op sandbox games in Rust, on the Bevy engine. We write the first page of each world, then hand the pen to its players: to settle and to wander, to build and to break, and to leave behind a story that is theirs alone.
Vision
Places worth returning to
We make games about places: worlds you share with friends, change with your own hands, and come back to because they remember you. We would rather make a few of them well than many in a hurry.
-
Worlds that remember
Persistent worlds where what players build, break and leave behind becomes part of the world's history, and no two worlds end up the same.
-
Beauty is part of the game
We hold art, light and atmosphere to the standard of far bigger productions. How a world looks is how it feels to be there.
-
Better together
Co-op comes first. Our games are made for friends and small guilds who build, explore and weather the hard nights side by side.
-
Made by hand, deepened by systems
Systems give a world its depth and surprise. Artists and designers give it the places worth remembering.
Technology
Built in Rust, on Bevy
Big shared worlds are mostly a data problem: streaming, simulating and syncing thousands of things across every CPU core, while the server keeps every player in agreement. Bevy's data-oriented ECS fits that work, and Rust lets us parallelise it without the crashes and race conditions that usually come with it.
We use one language for everything: the game, the authoritative servers, our asset tools and this website. Bevy is open source, so when we need something from the engine, we can read it, fix it and extend it ourselves.
- Language
- Rust, 2024 edition
- Engine
- Bevy
- Platform
- PC first
- Multiplayer
- Authoritative servers
First project · In development
Kalevala
A sandbox co-op action RPG set in the Finnish epic. Players share a world, build settlements, dig up relics and set off world events around Sampo, the mill that grinds out grain, salt and wealth.
Follow it in the devlog