Nightjar

Gather around, we have a tale to tell.

There's a fire going. Pull up close. The light's warm, and you're safe here.

Hear the tales →

But out there, out past the firelight, you've felt it, right? That prickle on the back of your neck. Where the trees stop being trees and start being shapes. Things are out there. Always are. Things dark, mysterious, wonderful, and maddening, things with and without names. All things strange and wyrd. That's where we find our stories.

Nightjar makes games about the things that gather us and the things that wait at the edge. Sit down. Stay a while. The night's long and we're not nearly done.

The Games

Different worlds, same wyrd.

Big sword-and-blood fantasy where the world's worth saving and you might be the one to do it. Quiet folk horror in a small town where everybody knows your name and one of them shouldn't. Corporate space so cold it owns a piece of your soul. Dieselpunk pilots, grimdark warlords, the long dark between the stars.

First Light · Available August 2026
The Red Shift: a corporate handler rendered in stark black and white ink
First LaunchCorporate Sci-Fi

The Red Shift

Dark corporate science fiction from the far edge of the contract. Red signal, CRT glow, and a company that owns more of you than you sold. Co-created with Zeta Gardner.

Open the tale →Free quickstart →
Next by the fire · In development
Maggie, a character from Real Tales of the Wyrd
Folk Horror · 2d6

Real Tales of the Wyrd

Small-town America, 1999. Roll Real · Self · Wyrd on three colored dice; Vestige → Whisper → Vessel.

Open the tale →

The Night Light

Pull up a seat. Game announcements, design notes, and dispatches from the field. Infrequent, intentional, and warm.

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Print and digital editions, straight from the studio.

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Trade terms & distribution for game stores worldwide.