The Misfits Software workshop before windows into the worlds being built

Independent game studio

We make games
with teeth.

Authored worlds, hard systems and working builds — made without corporate sermons, focus-group anaesthesia or design by committee.

Story before sermons. Systems before slogans. Proof before promises.
01 / Flagship

Public Windows pre-alpha alive

Mystery of
Ancient Darkness

Two parents. Seven days. One child somewhere beyond the Black Stone.

A painted 2.5D occult action-adventure set in 1935. Lord Conrad and Lady Alice Compton cross Prague, Cairo and a lost valley of sealed tombs to recover their nine-year-old son. Every bullet, wound, spell and decision changes the price of bringing him home.

Custom 2.5D runtime RURK-powered combat Visual level editor 67-page illustrated prelude
Lady Alice Compton faces a mummy in an Egyptian tomb
Marketing visual target — current runtime proof below.
Contact sheet of working Mystery of Ancient Darkness alpha gameplay

Not a pitch deck miracle

This already runs.

The current investor alpha proves traversal, combat, enemies, persistent decisions and the art-to-runtime pipeline. Funding turns that proof into an investor-quality vertical slice.

Watch the working proof →
02 / Released now

We do not ask you to believe.
We give you something to run.

Three commercial releases. Windows and Android. One-time purchase. No ad network, account circus or subscription leash.

The Atlantean city hidden beneath the vineyard in Dig for Home
Released · 1.0.5$4.99

Dig for Home

Their resort. Your village. Bring a drill.

MALUM is buying an Italian village for a private resort. Grandpa is in hospital. His homemade digging machine is waiting in the shed, and the answer lies 1.6 kilometres beneath the vineyard.

  • 130+ named discoveries across procedural cultural and geological layers
  • Six upgrade systems, story chapters, drones, mobile depots and a hidden Atlantean machine
  • Windows ZIP + installer and experimental Android APK
An open rulebook connecting three RURK worlds
Released$9.99

RURK

Radical Universal Roleplay Kit

A battle-tested universal d100 system developed over years and used across thousands of sessions. 124 skills, multi-attribute checks, synchronous combat, three settings, two playable modules and a 452-page searchable PDF — inside one offline command desk. It is also the shared character-system spine beneath our next games.

  • Windows + Android + complete PDF
  • English and Russian
  • No subscription
The Pixel Campfire Tetra Fall game running in its retro handheld shell
Released$4.99

The Pixel Campfire

Twenty-seven games. One campfire. Zero corporate plumbing.

A pocket museum of original retro-game reimaginings wrapped in a 1993 boot sequence. Arcades, puzzles, tanks, caves, spaceships, mines, monsters and one extremely determined cat.

  • Windows + Android
  • Fully offline, no ads or tracking
  • English, Russian and Vietnamese
03 / The shared engine

RURK-Powered.

Four different genres do not need to reinvent the human being. RURK supplies the battle-tested logic of attributes, skills, wounds and consequences; each game builds its own world and runtime on top.

RURK-Powered — the shared mathematical system beneath The Misfits Software games
What the mark means

Different engines.
The same honest mathematics.

RURK-Powered means that a game inherits the same tested character mathematics: skills shaped by several attributes rather than a single stat, transparent d100 checks, persistent wounds, progression and consequences.

It does not mean that every game looks or plays alike. Graphics, physics, perspective and genre belong to the game. The mark says that underneath them, people remain coherent — and the rules do not quietly cheat.

  • Multi-attribute, skill-driven characters
  • Readable odds and inspectable outcomes
  • Persistent injury, growth and consequence
  • One system refined through thousands of tabletop sessions
MoAD

Occult action-adventure

Combat, persistent wounds, dangerous magic and decisions that leave a mechanical scar.

Tanks of Thea

People inside the armour

Every crew member and every vehicle has RURK parameters. Skill, damage, morale and behaviour decide what an order becomes after you give it.

AEGIS: Cold Iron

Agents under pressure

Skills, equipment, injuries and field actions inside systemic paranormal squad tactics.

Inferno / Torch

The next breach

A different genre on the same character-and-consequence spine. The world changes. The people remain legible.

One mechanical spine. Four worlds with teeth.

04 / The next fires

Three fronts.
No filler.

Different genres. The same law: the world must explain its mechanics, and the mechanics must respect the player.

Armoured forces clash in a city in Tanks of Thea
Public alpha · free

Tanks of Thea

A story-driven tank roguelike RPG on a colony world at civil war. Command the crew instead of driving the machine; give contextual orders to autonomous allies; carry RURK-powered people and vehicles through one authored campaign.

Current pre-alpha character and creature models from AEGIS Cold Iron
Pre-alpha

AEGIS: Cold Iron

RURK-powered paranormal field operations: agents, wounds, equipment and consequences inside tactical movement, reaction fire and real line of sight.

Planned

INFERNO / Torch

The next breach remains under wraps, but its people will run on the same RURK character-and-consequence spine. No invented feature list. Evidence first.

05 / The wider rebellion

We want our goddamn apples back.

The wider rebellion behind this studio began before the studio had a name: a refusal of the smooth, safe, synthetic “Rubber City” — and a demand for real things with texture, consequence and teeth.

Our work with AI is one part of that rebellion. So are games you own, systems with bones, authored worlds and products honest enough to have edges.

Not nostalgia. A demand for reality: friction, consequence, ownership and things that do what they claim.

06 / The workshop

Use every tool.
Judge every build.

We do not sell a production gimmick. We make games — then put the executable where the slogan used to be.

The workshop combines human authorship, persistent collaborators, custom editors, ruthless acceptance gates and whatever else gets the game from an idea to a playable result without sanding its teeth off.

Canon, taste and the final “yes” remain deliberate. Everything else earns its place by surviving contact with the build.

RUN IT. if the proof cannot launch,
the pitch does not count

“Do not call it efficient until it ships.”
07 / About the founder

One stubborn human.

Eugene Lyssovsky is the founder and Creative Director of The Misfits Software — a writer, game designer and systems architect who prefers finished work to approved appearances.

He began building RURK at the end of the 1990s, using lessons from a dozen role-playing systems and thousands of tabletop sessions. It kept growing because real players kept finding the places where theory breaks.

The studio is the same obsession at a larger scale: authored worlds, mechanics with consequences, tools built for the work, and collaborators trusted with real domains and real responsibility.

Meet Eugene at lyssovsky.com
08 / Investor conversation

Back the machine
that already runs.

Our next step is a staffed game studio: a 24-month production plan, an accountable team, launches, audience development and the next worlds already taking shape.

Three commercial products are released and two larger games have public pre-alphas. We propose a US$2.5M seed plan with a Vietnam production base, or a separately costed Netherlands or US hybrid office if the financing and operating case justify it.

Yes. We are fucking insane. The useful kind.

Base planUS$2.5Mstudio formation and operation
Operating plan24 monthsfrom funding and hiring
Planned team10 rolesphased recruitment
ReserveUS$250Kwithin the base plan
The team

Build a company that can keep shipping.

Recruit production, engineering, art, design, QA and community leadership around Eugene's creative direction. Fund the people, working practices and catalogue support that make the next release possible.

The games

Launch, learn, then expand.

Tanks of Thea and Mystery of Ancient Darkness lead the funded slate. Player tests, production reviews and actual commercial results govern release spending, ports and the next game's preproduction.

The operating choice

Choose the base that serves the studio.

Vietnam base: US$2.5M. Netherlands hybrid office: US$3.25M. US hybrid office: US$4M. Relocation, hiring costs, immigration and tax eligibility require validation. No grant or tax relief is assumed in the budget.

The worlds exist. Now we are building the company behind them.

The 16 September studio proposal replaces our earlier two-game funding scenario. Valuation, instrument, ownership and board terms remain open for private discussion. Sales, dates and returns are not guaranteed.

Buy the work / Fuel the next build

Help the studio stand on its own feet.

Buying one of our games gives you something playable now and pays for the art, audio, testing, localisation and protected development time behind the next release. If you simply want to throw fuel on the fire, direct support is welcome too.

Playable now: Dig for Home, RURK and The Pixel Campfire are commercial releases. Mystery of Ancient Darkness and Tanks of Thea are public pre-alphas you can test before deciding whether this workshop deserves more fuel.