The Studio

Two People.
Thousands of Hours.

Dwinter is a true indie studio: countless late nights, hand-drawn cards, and worlds built long before a single dollar of funding.

How We Work

The House Rules

The World Comes First

Most games bolt a story onto a set of mechanics. We do the opposite: every rule, every cow, every faction grows out of the fiction.

Hand-Crafted. No AI.

Our lore is written by us. Our art is drawn and painted by hand, with EQL illustrated by independent artists around the world. No AI was used in our games.

Built in the Open

Playable builds, open playtests, honest roadmaps. If something is early, we say it's early.

The Founders

The Two of Us

Dwinter is what happens when a designer-engineer and a storyteller refuse to stop.

  • Wesley

    Design & Engineering

    The design and engineering driving force: card layout, text design, visual consistency, the rulebook, and everything you're reading right now.

  • Oscar

    Words, Story & Detail

    The voice of the world and the campaign. It's also his fault this whole project started.

Still in the Forge

What We're Building Next

Early-stage work, shared honestly. Not yet released.

  • A Tabletop RPG

    A role-playing game set in the same universe as Eternal Quest of Legends, currently in early, exploratory design. More when it's ready.

  • Continuum

    Our in-house world-consistency engine: software we're designing to keep an ever-growing universe coherent. Every character, place, and timeline is accounted for and built for our own worldbuilding first.

  • Still Afloat Somehow

    Our first video game, and our first step off the tabletop: a 3D world, built in Unity, set on an Earth that has gone entirely under water. Very early, and a long way from anything playable.

Join Us

Follow the
Journey

Two games, one growing universe, and a herd that keeps getting louder.