Yield

Studio

Ashlar

An ashlar is a stone cut to fit. We are a small team cutting a game out of one idea: nothing in the world is special-cased, so everything in it can be broken, rebuilt and combined.

Why our own engine

YIELD asks four things of an engine at once: honest physics for every object, structural integrity as a game mechanic, magic that runs as a real program, and matter that burns, melts and flows in real time. No off-the-shelf engine gives all four, and bolting them on afterwards fights the engine instead of using it.

So we build the engine in Rust, around the game. Entities live in an archetype ECS, bodies run on Rapier, and the expensive systems spread their work across frames on a budget. The engine is a tool. The game is the goal.

How we work

Demo

Sound through walls

Click the floor to drop a sound. It travels the cheapest path: open air is easy, limestone costs more, thick granite almost stops it. Find the doorway.

Hover a tile

A browser port of the sound-path idea in the game’s audio system. In the game it runs in Rust and drives synthesized sound; here it only lights the floor.

Team

Contact

Press and partnership contact will be published here when the Steam page goes live.