No. 01
NOCTURNE
Stealth heist · social deduction
Rob the same gallery every night; it rebuilds its guards from what you did last time.
THE TAKE PC · PlayStation 5 · Xbox Series In development · wishlist on Steam · 2026
WANTEDMadame Sable
00COVER
We steal the hours you meant to spend sleeping.
No. 01 / THE HEISTS
Spread 1 of 5
No. 01
Stealth heist · social deduction
Rob the same gallery every night; it rebuilds its guards from what you did last time.
THE TAKE PC · PlayStation 5 · Xbox Series In development · wishlist on Steam · 2026
WANTEDMadame Sable
No. 02
Sci-fi roguelike · tactical extraction
A disposable drone pilot who refuses to be disposed of.
THE TAKE PC Playable prototype · closed playtest
WANTEDUnit K-9 “Kestrel”
No. 03
Narrative adventure · folk mystery on the Bosphorus
A ferryman who rows the dead to the wrong shore, on purpose.
THE TAKE PC · Nintendo Switch Announced · Act I demo
WANTEDDeniz, the Ferryman
No. 04
Action RPG · isometric dungeon with a court of rival gods
Wear a dead king's crown; keep what it remembers.
THE TAKE PC · consoles TBA Pre-production
WANTEDThe Hollow King
No. 05
Cosy puzzle platformer · folding mechanics
Fold the level, not the fox.
THE TAKE PC (out now) · Switch · PlayStation 5 (2026) Released on PC · console port 2026
WANTEDPip
No. 01 / THE LINEUP
No. 02 / THE LETTER
Dear reader,
ISTANBUL, 03:12
We started in a flat above a ferry pier with one laptop between three people and a rule we still keep: nothing ships that we would not sit up at night to play ourselves.
ON THE MARK
The player is the mark, never the victim. A good heist leaves them richer: a story they will tell, a trick they will try to copy, a night they will not want back.
ON SYSTEMS
Quiet systems, loud moments. We build the machinery first, in the dark, and only then decide where to point the light.
ON THE CITY
Istanbul taught us that every street has two names and every door has a second key. Our games are built for the whole world, but they are picked from here.
ON CREDIT
Credit the crew. Every name that touched the work goes on the poster, in the same size.
Yours, after midnight,
No. 03 / THE HOUSE
| ROLE | NAME | KNOWN FOR | YEARS |
|---|---|---|---|
| Creative director | Defne Arslan | The first job | 06 |
| Lead engineer | Kerem Yıldız | Quiet systems | 06 |
| Art director | Lina Marchetti | Faces as voids | 04 |
| Narrative lead | Selin Kaya | The wrong shore | 03 |
| Producer | Tomasz Nowak | Shipping on time, once | 02 |
| Community | Ece Demir | Reading every letter | 01 |
We ship what we would play.
Taste is the only spec that survives contact with a deadline.
The player is the mark, never the victim.
No dark patterns, no loot you did not earn.
Quiet systems, loud moments.
Build the machine first; aim the light later.
Credit the crew.
Every name, same size, on the poster.
No. 04 / JOIN THE CREW
We are hiring accomplices.
You will own the guard AI that remembers last night. C++ or C#, shipped at least one thing you still like.
ApplyShaders that look like paper and run on a phone. You know what a halftone is and why it should never be a texture.
ApplyWrite a ferryman who lies for a living. Turkish and English, both at a level that can carry a joke.
ApplyRead every letter; answer most of them. You will run the playtests and keep the rival crews civil.
ApplyNo. 05 / CORRESPONDENCE