EXPERIENCE THE SPECTACLE

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WE CRAFT
EXPERIENCES

We create experiences that leave a mark. A creative team that makes content people feel and remember — EXPECTACLE.

01

STORY

We find the story worth telling and give it the form it deserves.

02

CONTENT

Visual, interactive — crafted from our own perspective, in whatever format the idea demands.

03

EXPERIENCE

Not just something to see. Something to take part in, and something to remember.

EXPECTACLE EXPERIENCE THE SPECTACLE EXPECTACLE EXPERIENCE THE SPECTACLE EXPECTACLE EXPERIENCE THE SPECTACLE EXPECTACLE EXPERIENCE THE SPECTACLE

OUR SPECTACLES

Every one of these started from a different question, so no two of them play alike. We would rather try something we have not built before than make the same game twice.

FUNDING NOW

Support us

The campaign is live right now.

Card Game

Tattletails

Funding now Until September 11, 2026

A party card game about snitching. The cats all want the same inheritance, so they spend the game pointing at each other. Every card has a second face, and the story flips the moment somebody turns one over. A minute to explain, about ten to play, and every card carries its own drawing of a cat caught in the act.

  • Card Game
  • Party
  • Bluffing
  • 2–6 Players
  • 10 Minutes
Promotional art for Tattletails: a party card game of tattletale cats and pointing paws
Sliding Puzzle

Breezy Blooms

Coming Soon September 7, 2026

A sliding grid puzzle about stirring the breeze and guiding seeds toward the flower beds where they can bloom.

  • Puzzle
  • Casual
  • Cozy
  • Single Player
Key art for Breezy Blooms
Psychological Horror

PROJECT: MIRROR

Coming Soon Planned for October 2026

A psychological horror narrative game about choices, scarcity and being observed by an AI. You answer ethical dilemmas and manage systems that cannot all be kept running, and your decisions become the basis for something that no longer asks permission. It is told through social feeds, CRT terminals, official documents, simulations and consent protocols.

  • Psychological Horror
  • Interactive Fiction
  • Choices Matter
  • Multiple Endings
Key art for PROJECT: MIRROR
OUT NOW

Out and playable

Pick one up whenever you like.

Visual Novel

Closer than Allowed: After the Bell

Early Access June 24, 2026

A romantic visual novel about boundaries, choices, and the moments that happen after the bell. Episode 1 opens the heroine routes, the branching decisions, and the relationship flags that shape what comes next.

  • Visual Novel
  • Romance
  • Story-Rich
Steam library art for Closer than Allowed: After the Bell
Comedy / Text-Based

Holy Crap! I’m Out of Paper! : The In-Law Survival Guide

Released March 19, 2026

A text-based survival comedy where one impossible bathroom crisis turns into a chain of terrible decisions. Find your way through awkward choices, escalating panic, and an alarming number of ways to ruin your life.

  • Comedy
  • Text-Based
  • Choices Matter
  • Multiple Outcomes
Steam library art for Holy Crap! I'm Out of Paper! : The In-Law Survival Guide
Fruit Shop Tycoon

Here’s Your Fruitie

Coming Soon Planned for the second half of 2026

A tycoon-style game about running a fruit shop.

Details are still under wraps.
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Games & Projects
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Out Now
04
Coming Soon
2026
Release Timeline
Games
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SPECTACLE EXPERIENCE SPECTACLE EXPERIENCE SPECTACLE EXPERIENCE

OTHER SPECTACLES

Not every idea wants to be a game. Some turn out to be a room, some a piece of writing, some something we have not tried yet.

Space Rental

Holy Moly Studio

Open for booking Seongsu, by Ttukseom Resort

About 100m² we designed and built ourselves. One room is orange and loud, with string lights and floor cushions. The other is dark, for a projector and a sofa you sink into. A big screen for karaoke and PlayStation, a laptop for streaming, and a shelf of board games.

  • Space Rental
  • 100m²
  • Two Rooms
  • Seongsu
Journal

Writing from the studio

Updated as we go English and Korean

Devlogs, notes and post-mortems. If we worked something out the hard way, it ends up here rather than staying in someone’s head. Release news too, when there is any.

  • Devlogs
  • Notes
  • Post-mortems
  • EN / KR
A desk at night: hands on a keyboard, an open notebook, printed pages and a lit monitor

HOW WE WORK

We make the kind of game we would want to play through twice.

Four people at the moment. The number moves with the project.

MKKPLAY leads. Everything else gets decided together.

01
Small on purpose

Four people means every decision has a name attached to it. Nothing arrives from somewhere else, already decided.

02
Ship, then learn

We would rather put something in front of players than keep polishing it in private. Every release teaches us something the planning never did.

03
Write it down

Devlogs, notes, post-mortems. If we worked something out the hard way, it goes in the Journal.

Say hello

We read everything that comes in.