The studios letting players build.

Results measured on the studio's own baseline, not ours.

RYZOM

Their game. Their engine. Their baseline.

An established community, a fixed content calendar, and a familiar slide in daily players between drops. Orio ran on their own build for a full season.

+20%
D30 retention
+35%
Daily active players
95%
Cleared automatically
Floating castle islands in a player-built game world
Week 0

Scope and baseline

We agree the metrics before anything is installed.

Week 1

SDK integration

About a day of one engineer's time, on a private build.

Weeks 2–3

Internal build

The studio team creates and reviews before players see it.

Weeks 4+

Players in

Rolled out to the community, measured against the baseline.

Floating castle islands in a player-built game world
RYZOM

How Ryzom held daily players flat between seasons

A live title, a fixed calendar, and +35% DAU across the trough.

Desert canyon world with a platforming course
ROGUE

Reopening creation on a shelved platformer

206 player-made levels in a quarter with no new production.

Neon sci-fi arena level with a sword-wielding character
XONOTIC

Letting players build without loosening the rules

Progression and economy locked; 95% cleared verification.

The best live games aren't buying content
Their players are building it.

Ship new levels between updates in days, not quarters.

Let's try it on one of your titles.

Rights you can sign on your own
A game people are still playing
Someone who can green-light a pilot

We agree what success looks like before we start — in your metrics, not ours.

Request a pilot

Two minutes. Goes straight to partnerships.

We reply with a scoping call, not a sequence.