01Official studio figure
Dead Cells
11M+ playersA sharply readable combat loop, distinctive motion, and sustained post-launch support helped a focused indie action game travel across PC, console, and mobile.




A cinematic side-view action adventure shaped by street culture, 1990s cultural memory, neighborhood pressure, and consequence.
Materials shared directly with qualified investors, publishers, and strategic partners.
A culturally specific game world with a globally readable action format, built to turn atmosphere into audience attention.
Development began in October 2025. A playable development build exists with multiple early locations and foundational dialogue, quest, inventory, and related systems. The next objective is to turn that working base into an investor-ready vertical slice with integrated content and polish.
This short recording comes directly from the current playable development build. It is evidence of active production, not a representation of final gameplay quality.
Direct captures from the current development build. These frames document implemented locations and visual tests, not final art quality or final content density.
01 · Contrasting regionA playable route test combining vehicle movement, large rock formations, layered depth, and a visually distinct region.
02 · Environment and lightingA residential street study using warm and cold window light to establish mood, depth, and readable landmarks.
03 · Traversal studyAn elevated path test focused on vertical layering, residential density, and routes that continue above street level.
04 · Underground interactionAn underground atmosphere and interaction test combining industrial lighting, water, brick, environmental particles, and a phone.
Authentic work-in-progress documentation from the current Block Wildin' production environment.

Founder-led development across environment art, implementation, testing, and project planning.

Game production, build review, documentation, and investor materials developed in parallel.

Street geometry, environment composition, lighting, and playable presentation under active iteration.

Digital level work paired with route, district, encounter, and progression planning.

A working setup connecting game development, research, planning, capture, and presentation work.
This material documents active development. It does not represent final art, final content density, or final gameplay quality.

Public milestones from notable action-platforming and Metroidvania-adjacent games show how focused worlds can grow from indie launches into durable global properties.
players across PC, console, and mobile
Source: Motion Twin ↗Bloodstained · Official announcement0Mcopies sold since launch
Source: development team announcement ↗Blasphemous · Publisher milestone0Mplayers reached
Source: Team17 ↗Hollow Knight · First month0K+copies in under one month across PC storefronts
Source: Team Cherry ↗Hollow Knight: Silksong · Official Team Cherry figure · Dec 15, 20250M+purchases in its launch year, alongside millions more playing through Xbox Game Pass
Primary source: Team Cherry ↗The franchise demonstrates both long-tail discovery and sequel compounding. These are precedents, not a sales forecast for Block Wildin'.
Specific art direction creates recognition. Strong play creates retention. Long-tail support compounds value.
Public milestones are not forecasts for Block Wildin’. They show repeatable patterns worth testing: a legible play promise, a specific world, platform reach, and long-tail support.
01Official studio figure
A sharply readable combat loop, distinctive motion, and sustained post-launch support helped a focused indie action game travel across PC, console, and mobile.
02Copies across PC storefronts
Team Cherry reported more than 65,000 copies in under a month. A coherent world, precise exploration, and strong word of mouth became the foundation for a durable property.
03Publisher milestone
Its religious iconography and Andalusian cultural references gave the project an immediately identifiable visual territory, while post-launch support expanded the audience.
04Development-team announcement
Recognizable genre authorship reduced explanation cost, while the game remained an original property rather than a licensed remake.
05Reported worldwide milestone
A cohesive melancholy tone, music-led presentation, and focused combat identity helped a smaller-scale title build global reach across multiple platforms.
06Xbox Game Studios · Mar 31, 2020
Within weeks of launch, Xbox reported more than 4.5 million completed Spirit Trials alongside broad activity across quests, abilities, and achievements.
These closer-fit cases show nostalgia working through movement, combat, music, pixel language, and remembered locations. Block Wildin’ is original IP. It is not a remake or licensed IP.
01Activision milestone · Jun 2024
Three compact platformers were rebuilt as one modern package, preserving recognizable routes and characters while upgrading presentation and controls.
02Dotemu · Jul 13, 2022
A small-team 2D beat’em up revived the rhythm, co-op energy, animation language, and 1987-cartoon memory of classic Turtles games without copying an old campaign.
Streets of Rage 403Publisher announcement · Sep 2020
A dormant side-scrolling brawler returned with hand-drawn art, new mechanics, fresh stages, and a strong continuation of its street-fighting and music identity.
Tony Hawk’s Pro Skater 1 + 204Fastest franchise title to 1M
Original locations, tricks, skaters, and music-era memory were combined with modern movement, creation tools, and online features.
05Activision · 2023
Three exploration-platformers were rebuilt with reimagined characters, animation, environments, lighting, cinematics, and modern controls.
Wonder Boy: The Dragon’s Trap06Reported cross-platform milestone
A much smaller production rebuilt an 8-bit action-platformer with hand-drawn animation while preserving the underlying map and transformation structure.
Shovel Knight: Treasure Trove07Yacht Club Games · Jun 2019
An original indie platformer used the visual grammar and challenge cadence of 8-bit classics, then expanded through campaigns, platforms, and long-tail support.
08Capcom · Mar 31, 2026
A classic 2D action series returned with hand-drawn presentation and a new Double Gear system while retaining its stage-based movement and combat identity.
DuckTales: Remastered09Capcom · Mar 31, 2026
A compact licensed platformer was rebuilt with hand-drawn character art, voice performances, and updated presentation while keeping its recognizable level structure.
Sonic Mania10SEGA FY2018 milestone
A comparatively focused team built a new game from the physics, speed, pixel language, and remix culture of classic Sonic rather than remaking one title.
These references are included for structural and production proximity. Where public sales are unavailable, the card says so explicitly instead of presenting release or review activity as commercial proof.
Cuphead01Studio MDHR direct milestone
A small independent team turned a highly specific vintage-animation language into an original run-and-gun property with instant visual recognition.
02Closest structural reference · no public sales claim
Two protagonists fight through six connected city regions with shops, side quests, weapons, upgrades, and local co-op in a modernized 16-bit presentation.
Young Souls03Creative-fit case · no public sales claim
Twin protagonists move between contemporary city life and combat-focused fantasy spaces in a polished 2D brawler and action-RPG hybrid.
Power Rangers: Rita’s Rewind04Current publisher signal · no public sales claim
Digital Eclipse used side-scrolling combat, pixel art, vehicle stages, and familiar television-era moments to build a new retro-styled release across PC and consoles.
These are public reception and visibility signals, not verified budgets, sales, or proof of financial failure. Review counts are not sales. The value is in the production and positioning questions they expose.
013,084 Steam reviews checked Jul 27, 2026
Public reception is divided despite strong pixel-art presentation. This is a reception warning, not proof of financial failure.
02136 Steam reviews checked Jul 27, 2026
A visually atmospheric proposition did not translate into positive public reception at meaningful volume.
03Mostly Positive · checked Jul 27, 2026
Positive reception but limited public review scale makes this a discoverability caution, not a failure label.
04Mostly Positive · checked Jul 27, 2026
A charming visual hook and positive rating did not produce a large visible review footprint.
05Mostly Positive · checked Jul 27, 2026
Strong hand-painted presentation and positive sentiment coexist with a modest public review footprint.
06Mostly Positive · checked Jul 27, 2026
The Definitive Edition has a positive rating but remains below one thousand public Steam reviews. This is a limited-visibility signal, not verified evidence of financial underperformance.
Not another fantasy backdrop. Not another interchangeable indie silhouette.
A 1990s-inspired city world shaped by street culture, pressure, music, movement, and consequence.
Side-view exploration and combat presented with a 2.5D visual language built for memorable moments.
A playable development build, early locations, and foundational quest, dialogue, and inventory systems reduce the project from pure concept to an active production.
Block Wildin' is an original IP. These references define abstract principles of place, movement, conflict, and world design. They do not license or transfer protected characters, stories, art, maps, music, dialogue, or distinctive expression.
01The primary reference for Block Wildin’s grounded Baltimore-like urban atmosphere: brick neighborhoods, rowhouses, alleys, institutions, street corners, social pressure, and consequences. The city operates as a living system rather than a decorative backdrop.
02A reference for combining street art, traversal, music, resistance, and physical confrontation. Graffiti is not only decoration: reaching a surface, choosing the moment, managing pressure, and leaving a visible mark turn the city into an expressive play space.
03A period reference for direct street melee, group encounters, territorial conflict, and the pressure of being surrounded. Its combat communicated weight, aggression, crowd threat, and neighborhood tension with a straightforward street-scale camera.
04A key reference for an interconnected world where quests, characters, hidden routes, optional encounters, environmental clues, and unusual side objectives overlap. Progress is not limited to a single quest marker: curiosity can reveal secret locations, change how earlier spaces are understood, and connect discoveries made hours apart.
Press Play once, then hover between cards to switch tracks.
Reference imagery remains the property of its respective rights holders and is shown here only for private critical analysis and project positioning.

The visual system is designed around places with history: alleys, elevated tracks, brick blocks, storefronts, tunnels, and interiors that carry the story before dialogue begins.


The project currently has two confirmed contributors and four required production roles. Art and animation may be structured through core hires, retained freelancers, or a hybrid model. Additional specialists are engaged as needed.

Visual direction, story, game design, programming, and overall creative and technical leadership.

Visual language, production art, environment and character consistency, asset creation, and art-pipeline ownership.

Original music and sonic direction. Planning scope: 70 works total: 40 genre-driven beats/tracks, 15 boss-fight themes, and 15 location/atmospheric themes. Composer confirmation and an executed agreement remain required.

Character animation, combat readability, implementation support, VFX, and the 2.5D art-to-engine pipeline.

Connected locations, traversal, encounter flow, secrets, quest spaces, pacing, and production-ready level implementation.

Combat systems, bosses, animation implementation, interactive objects, encounters, gameplay feedback, and technical polish.
Producer / Project Manager · Marketing & Community Lead · Additional Environment and Character Art · QA and Localization
The rollout begins with PC and expands through milestone-based ports. Final platform commitments depend on funding, certification, performance, and partner agreements.
Primary build, storefront launch, community growth, and performance validation.
Targeted after PC compatibility, input, and performance requirements are validated.
A core console target, subject to funding, certification, and production scheduling.
Included in the platform plan if the final performance profile supports a strong release.
A core console target, subject to funding, certification, and production scheduling.
Targeted as part of the broader console rollout and porting plan.
A potential release if the game can meet the required visual and performance standard.
Target Steam Deck compatibility through the PC build, Proton testing, full controller support, readable UI, and handheld performance optimization.
Storefront and subscription opportunities, including PlayStation Plus and Xbox Game Pass, are targets for future platform or publisher discussions. Steam Deck is treated as a compatibility target for the Steam PC build rather than a separately promised native build. No placement, compatibility rating, or platform agreement is currently confirmed.
Production reset, staffing, pipeline hardening, and vertical-slice scope lock
Investor-ready vertical slice with combat, traversal, quests, atmosphere, and measurable acceptance gates
Full production across locations, encounters, characters, quests, art, animation, and audio
Alpha and feature complete: full-game integration, performance work, and structured testing
Beta and content lock: balancing, localization, accessibility, QA, and port readiness
Certification, launch assets, release operations, and platform rollout preparation
Two planning cases show the production trade-off clearly. The $700K lean case prioritizes a PC-first release with phased staffing; the $1.2M full case preserves broader production capacity, release support, and contingency. Neither case is a sales forecast or a promise of investment returns.
Working 3-4 month case
Working near-term case
PC-first, phased staffing
Broader scope and release reserve
Milestone-based schedule
Pricing assumption, not final
Base case, no publisher share
Base case, no publisher share
At a $39.99 working list price, the base model estimates $17.72 in studio receipts per paid copy after assumed price realization, refunds, indirect taxes, a 30% store fee, and other variable costs, but before fixed project costs, corporate tax, financing, and any negotiated publisher waterfall.
PC-first release scope, phased specialist hiring, reduced content breadth, selective outsourcing, $70K go-to-market budget, and console expansion deferred or partner-funded.
Broader simultaneous production capacity, the full $120K marketing plan, deeper QA and localization support, console-port preparation, and a larger contingency reserve.
The detailed allocation below is the $1.2M full-production case. The $700K lean case is a different PC-first scope, not the same plan with arbitrary cuts. Hiring rates, start months, vendor quotes, and final contracts remain subject to validation.

Capital is planned around verifiable production milestones rather than an abstract promise: an investor-ready vertical slice, full production, alpha, beta, certification, and release readiness.
Request the private package for the current project overview, production roadmap, milestone budget, risk framework, and next-step conversation.
Request investor deck ↗Open detailed Investor Hub →Continue to one structured page covering development completed since October 2025, the 18-month execution plan, four funding paths, use of funds, unit economics, and break-even assumptions.