Give players room
We prefer systems that give players choices instead of pushing everyone towards the same perfect solution.

Our goal is not to tell the player exactly what to do. We build systems, places and problems, then give players space to make the experience their own.
We prefer systems that give players choices instead of pushing everyone towards the same perfect solution.
The best simulation moments happen when several simple systems collide and create something the player did not script.
Different priorities, layouts and decisions should give players a reason to start again and do things differently.
Forgiven Games is being built around the kinds of games we spend our own time playing: management, simulation and sandbox experiences with enough personality to feel like a place rather than a menu.
CampStead is our current project. News & Guides is where we share useful things we learn along the way.
See our games →The details will evolve as Forgiven Games grows, but these are the principles guiding the studio today.
Start with the player experience and prove the core loop before layering on complexity.
Depth only works when players can understand why the game reacted the way it did.
Our news and guides document what we are learning, while game updates show what is changing inside the studio.
Read News & Guides →We would rather improve the right systems than add features simply to make a list longer.
CampStead updates, studio announcements and useful game-development articles from Forgiven Games.