In early testingProject Seaborne
“Every sail is shaped by the wind, every hull is yours to build, and every voyage is a bet against the sea.”
Independent game studio
TLP Studios is a small, passionate team building original games — from first prototype to final boss.
In early testing“Every sail is shaped by the wind, every hull is yours to build, and every voyage is a bet against the sea.”
Late developmentDesign, build, and sail your own boat in a physics-driven Alaskan world where every hull, engine, and rope behaves like the real thing.
Early development“Mark it, drill it, charge it, light it, and run: a horror game about the most dangerous job underground.”
TLP Studios is an independent team that believes games are best when they're made with heart. We design, build and ship our own worlds — and we build them alongside the people who play them.
We're always looking for people to join our crew and help test the games.
Our testers break things early, report issues and tell us what actually feels good to play.
Our brainstormers throw ideas, mechanics and content into the pot, and many of them end up in the games.
The story behind our first prototype.
Read the storyMy journey into gaming started in the early nineties, when my older brother left for the Navy and handed down his Super Nintendo games. Among them was Uncharted Waters. It was a revelation: the first real open-world game I'd ever played. The loop was beautifully simple and impossible to put down, and I played it over and over. Years later, nothing I found ever matched that magic.
So I decided to build my own.
Without the skills for high-end graphics, I started small, with 2D top-down scrollers that captured that retro feel. Once the basic systems worked, I wanted to push further, which meant moving into 3D. Learning an entirely new engine while working a demanding job was tedious. I'd be away from the keyboard for weeks, and every time I came back I'd forgotten the syntax I'd painstakingly researched. Development threatened to grind to a halt.
What changed was finding a way to keep momentum, even in short stretches between long shifts. Development went into overdrive, and what began as a top-down scroller became an ambitious 3D ship-sailing simulation.
Just as vital has been a long-time gaming community: friends who stepped up to help figure out the architecture, refine the mechanics and bring this vision to life.
Along the way I realised I wanted to capture the two genres I love most through two separate projects, both heading to Steam. Both are open-world, with completely different gameplay loops.
Project Seaborne is a campaign-based exploration game. You define the look and vision of your vessel, and the deeply simulated mechanics handle the engineering underneath, leaving you free to focus on trade networks, fleet dynamics and the open water.
Hullcraft is the build-it-yourself opposite: a hardcore, entirely mission-based experience. You build every component of your boat from the keel up, including decks, hulls, engines, propellers, gearboxes, switches, lights, wiring and computers. The simulation is unforgiving. It doesn't care how beautiful your boat is. If the mechanical or electrical layout doesn't work, your boat will sink.
These games are the culmination of my journey from passionate player to developer, merging the freedom of open-world exploration with the reward of deep engineering.
Our first look at what we're building. Visit the Project Seaborne website →