No clock
Nothing is timed. Spend an hour on one cut, or leave a plank half sanded until tomorrow.
A ttt studio woodworking game
Dream Forest Workshop
A gentle digital refuge and woodworking simulation with no time limits and no penalties. Players sand the grain and build sturdy furniture for souls who have known loss, so that sensitive hearts can fully rest.
The idea
Most games ask you to hurry. This one asks you to stay.
The Right Amount. Modern life squeezes every drop of attention out of us. The Right Amount is the opposite: a little slack, a little room, just enough to breathe. Every design choice here protects that room.
Nothing is timed. Spend an hour on one cut, or leave a plank half sanded until tomorrow.
No fail state, nothing to lose. A mistake is only wood waiting for another pass.
Real joinery, visible grain, no fake finishes: French cleats, brass inserts and Z-clips.
For people who feel deeply and get worn out by noise, speed and constant demands. Slow, tactile work with the hands is the whole point.
A game, not a treatment. It makes no medical claims.
The workshop
You play a tired office worker from the city. Your grandparents' cabin in the forest stands empty, with a woodworking shop inside and two cats, one gray and one white, waiting for you. Here you learn the craft one quiet day at a time.
The visitors are not chatty characters. They are souls who have lived through war or loss, and they quietly commission furniture to hold what is too heavy to carry.
The weight of a memory is never written out. It arrives as a number, and you feel it by building.
How it playsDraft order
A quiet visitor asks for a piece that can hold something heavy.
Birch plywood or red oak. Look at the grain before you cut.
No buttons, no pop-ups. Only your fingers and the wood.
The finished piece bears the weight and keeps the memory safe in the cabin.
Three gestures
Swipe down the screen to sand the surface smooth.
Pinch with two fingers to lock a French cleat together.
Tap lightly to set a brass insert nut into the wood.
Analog touch and gentle haptic feedback make the grain feel real under your fingers.
The look
The visuals follow a calm, tactile world: soft natural light through linen, stoneware and aged clay, dark walnut, and a single quiet note of color. Art is drawn as soft vectors in Figma.
Every scene is lit like a still afternoon by a tall window.
Wood, linen, stoneware and stone. Nothing glossy, nothing fake.
Muted neutrals, with a thin woven stripe as the only bright detail.
The sound
No big melody. Just a soft, ambient world.
A quick preview generated in your browser. The real sounds will be recorded and layered with care.
Kindred games
Emotion told through simple touches.
Lyrical, calm puzzles.
Repairing objects to tell stories.
A life told through belongings.
Why I'm making this
For fifteen years, my cat Nangee was a perfect love. After losing Nangee, the grief was so heavy that my senses overloaded and my mind went into a fog.
What carried me through was following Nangee's rulebook: never push too hard, and feel the world through the senses. This game is a gentle refuge built on that rulebook, for souls worn out by reality.
About me
Built with Claude
I am not hiring a programmer or an artist. Claude is my technical partner. I describe how something should feel in plain language, Claude writes the Unity C# scripts and game logic, and I judge the result by hand. Art is drawn as vectors in Figma.
// Plain words: "A slow, steady swipe sands the wood smooth. // A fast one is simply ignored. Nothing ever breaks." using UnityEngine; public class SandingSurface : MonoBehaviour { [SerializeField] float maxCalmSpeed = 1.2f; [SerializeField] float smoothRate = 0.02f; public float Smoothness { get; private set; } public void OnSwipe(float speed) { // too fast: ignored, no penalty if (speed > maxCalmSpeed) return; Smoothness = Mathf.Min(1f, Smoothness + smoothRate); } }
An illustration of the idea: a sentence in, working logic out.
What I need
01 / Tools
Claude is how this game gets built. Credits would go to my daily work with Claude, not to features inside the game.
02 / People
Live sessions with Claude experts, plus the startup community.
03 / Partners
Partner discounts that help a solo creator reach a playable build.
Where I stand: a solo creator, no company yet, concept and design stage, business model still to be decided. I would rather say it plainly and shape it with guidance.
RoadmapDates to come
Building the world, the Right Amount philosophy and a vector art pipeline in Figma.
Prototype one commission: one soul, one cabinet, three gestures.
Gentle playtests with sensitive players, shaped by what helps them breathe.
The full release roadmap, shaped with expert mentoring and API sponsorship.
If you design, build or fund gentle things, I would love to talk. Instead of a finished corporate site, follow the living sandbox where raw ideas take shape.
creator@tttisstudio.com