We started Leekon because the games we loved growing up didn’t come from factory lines. They came from small teams who played their own build every day, argued about it over lunch, and shipped when it was fun — not when the milestone chart said so.
What we care about
Every project begins with the same question: where is the fun? Not the feature list, not the monetisation deck — the ten seconds of play a person will repeat a thousand times. Once that’s answered with a prototype you can hold, everything else gets easier to decide.
We keep the studio small on purpose. Fewer projects means more attention, faster iteration, and games we’re proud to put our name on.
How we work
- Find the fun first. Grey boxes before concept art. If the loop isn’t fun ugly, it won’t be fun pretty.
- Playable every week. Progress you can play beats progress you’re told about.
- Cut ruthlessly, ship proudly. Scope is the real boss battle, and we fight it in the open.
If that sounds like the kind of team you want on your game, tell us about it. We read every message.