Scope small, layer deep
We stack depth on tight cores: strong verbs, readable enemies, and a zero-mystery UI.
We build systems-driven games with cinematic surface and tournament-grade netcode. We don’t chase trends—we design for forever fun.
We started Nimrita to prove a point: small teams can out-deliver big studios with the right tools and production discipline. We prototype fast, kill mercilessly, and only scale ideas that still feel fresh on the 100th run.
Internal dev acceleration
From mobile to console
Forever
We stack depth on tight cores: strong verbs, readable enemies, and a zero-mystery UI.
Build pipelines once, reuse forever. Every sprint gets faster—and more fun.
Lockstep where it matters, rollback where it shines. Cross-platform from day one.
Camera grammar, audio arcs, and VFX that sell impact without stealing frames.
We prototype in the open. If it doesn’t earn the next session, it ships never.
We refactor on schedule, not after launch. Future updates stay cheap.
Co-dev with a craft-obsessed strike team. We join for a phase, a feature, or to rescue the whole netcode.
1–3 week sprints to prove the fun or kill the feature. Real builds, not decks.
Rollback/lockstep audits, prediction tuning, desync fixes, tooling for visibility.
Build pipelines, save systems, AI behavior tooling—your team, but faster.
Own a feature end-to-end with our leads embedded—design, code, art polish.
Not announcements—just signals. The kinds of places we love to build.
Neon economies & social stealth.
Readable HUDs with zero cruft.
Rules you learn by playing.
Lonely biomes, generous systems.
Impact VFX that don’t steal frames.
Architecture as encounter design.
Founders list for early dev notes, or reach out for a project. No spam. No trackers.
We’re builders first. If you want loud marketing, we’re not it. If you want a small team that really cares about feel, clarity, and multiplayer reliability—let’s talk.