Stories you play Worlds we build

We're a game studio in Malaysia. We made SIMULACRA — the found-phone horror series that put a stranger's whole life in your hands — and we're building Nullspace and Deadly Rehearsal next. When we're not making our own games, we help other studios make theirs.

Ten years of
making people look

Kaigan started with a phone nobody was supposed to find. Since then we've shipped across PC, mobile and console, picked up awards on four continents, and grown into a studio that other studios call when a project needs hands that have already done it.

1.5M+Copies sold across the SIMULACRA franchise
4Titles launched with cross-platform deployment
20International awards and nominations
10K+Members in our Discord community

Game library

Eight titles, one obsession: putting you somewhere you're not supposed to be.

Work with us

Two ways in. Hand us a slice of the project and we'll deliver it finished, or take our people onto your team and run them yourself.

Game development — Unity & Unreal

Prototype to launch. Gameplay systems, UI, level implementation, performance work across devices, and custom editor tooling that speeds your team up.

Game design & level design

Core loops, combat, progression and encounter design, prototyped fast and handed over as documentation your team can actually build from.

VFX design & implementation

Shader Graph, Amplify, Shuriken, VFX Graph, Niagara and Cascade. Houdini and EmberGen simulation, Substance texturing, and particle budgets that hold.

2D art, concept art & UI/UX

Character and environment concepts, illustration, sprites and backgrounds, plus interface design — including the diegetic UI work the SIMULACRA series is known for.

3D art — hard surface & organic

High and low poly modelling, characters and creatures, modular environments, PBR texturing, and assets optimised for the engine you're actually shipping on.

Animation & rigging

Handcrafted character and combat animation, cinematics, and mocap cleanup — then integrated into your animation systems, not just delivered as files.

Audio engineering, music & foley

Original scores, sound design, bespoke foley recording, mixing and mastering, and interactive audio built in FMOD or Wwise.

Narrative design & script writing

Character-driven interactive writing, branching structure, and dialogue that survives contact with a player who wants to break it.

Porting

Platform moves with feature parity intact — including iOS to Android across a wide device range, on the kind of timeline publishers actually give you.

Photogrammetry

Scanned assets with full LOD chains, 8K PBR maps, consistent texel density and real-world scale. In-house capture running from 2026.

We also work as a subcontractor under white-label terms — you stay the principal contractor and apply your own markup. Referrals earn 10% of the net invoice.

Start a project

Tell us what you're building and where you need hands. We reply within two working days.

Studios we've
worked alongside

Some of it shipped under our name. Most of it didn't.

No Straight Roads 2Crystalfall — CRG StudiosCat Quest II & IIIChronoforgeMyth WrightRiot GamesWanted: Dead
NARRATIVE DESIGN

No Straight Roads 2

Our writers took the script work, deepening the characters, conflicts and culture of the world — drawing on the years we've spent building interactive stories that hold up when players poke at them.

DEVELOPMENT & AUDIO

Crystalfall

Gameplay development and optimisation alongside CRG Studios, plus the loot generation, monster modifier and item stat systems. We also handled foley, FMOD integration and original music.

PORTING

Cat Quest II & III

iOS to Android on a tight window, with feature parity held across a wide device range. Targeted technical work and careful testing kept the games as smooth as fans expect.

CUSTOM SHADERS — UNITY

40% frame-time recovered

A real-time day/night cycle driven by colour lookup tables for mobile and Nintendo Switch, plus a custom stencil shader that returned an average 40% performance improvement.

DESIGN

Chronoforge

Level and core game design — building encounters and environments, then tuning progression and player flow so the moment-to-moment play matched the structure around it.

PHOTOGRAMMETRY

450+ scanned assets

Processed with a partner studio for a global AAA client since 2025. Full LOD chains from an 18k-tri LOD0, 34M-tri high-poly for cinematics, and 32-bit 8K PBR maps.