tinydark is a microstudio based in Rhode Island and headed by Vael Victus. We use web technologies to deliver seamless game experiences across browser and mobile. Our work is often dark and experimental, developed with the belief that success will be achieved through novel gameplay. Ethics is a core pillar of tinydark and we strive to be a tiny, dark beacon of hope in the games industry. Please see our Philosophy page for more information.
size of studio
nature of work


Vael is the only active developer of tinydark — for now. He is in charge of game design, programming, and visual design. The dream is to become self-sufficient off the studio's games and expand to three full-time developers. It is the helpers that turn tinydark from I to we.
Alonso is a design consultant and helped make the early days of Orbium.
Evelyn is Vael's beautiful wife. She helps support the community.
Crate is developing a strategy game with our proprietary GAM3 engine.


November The Orbium's redesign is complete. It is released into v1.
May Bean Grower is released! This is the studio's first finished game.
September tinydark is born and all websites are migrated to a new, powerful, production-ready server.
May Fireburner demo released privately. Work continues.
January We announce that MonBre will enter passive development.
October The rise and fall of the project codenamed "Necro".
August GAM3 is marked and released as version 1.0! This was a huge milestone for the studio.
April Spring Update for The Orbium. Many smaller, unnamed releases were subsequent to this.
Began working with Alonso.
April The Orbium reaches beta.
June Daiele releases to the public! It's the most ambitious GAM3 prototype yet.
January The Orbium releases in an alpha state.
August The first GAM3 prototype releases: The Bear.
January GAM3 begins development.
December Bean Grower beta is publicly released. It's the first game released since MonBre.
August With great sadness, MurCity is cancelled.
January is released; the precursor to The Orbium.
All Year Mostly finding an identity for MurCity and my studio. I decided on "Black Coat Studio", and imagined the developers as enigmatic beings donning black coats. Began work on
July MonBre goes on official hiatus to focus work on MurCity.
August MurCity releases to the web. It consists of little more than Hunters poking each other with sticks every few hours.
January MonBre is released to the web. It consists of little more than buying a monster and raising it via work.