A studio of one
High On Games is about as small as a studio gets. No fixed genre, no grand plan. I make games I actually want to play, and I make them properly, one at a time.
Games you can get lost in. Deep enough to master, simple enough to just start.
Depth you can read
Systems that run deep but stay legible. If a mechanic needs a wiki to enjoy, it isn't finished.
Fun before features
Every system earns its place by being fun to touch. I'd rather cut a clever idea than ship a boring one.
Built in the open
Playtests, devlogs and a Discord where feedback actually changes the game. You'll see the seams. That's fine.
From a weekend prototype
- 01
How it started
A pricing-sim prototype that was only supposed to take a weekend. It didn't. The idea of a shop where the market fights back stuck around.
- 02
Only Booze
That prototype grew into Only Booze: Liquor Store Simulator. Daily markets, gossiping customers, inspections, and the very bad idea of drinking your own inventory.
- 03
On Steam
The store page is live and wishlists are climbing. Development happens in public now, through devlogs, playtests and a Discord full of opinions.
- 04
Next
Whatever's worth making. Genre doesn't matter as much as the feeling: deep, honest, a little bit mean. One game at a time.
The team, such as it is

High On Games
Solo developer. Design, code, art, everything else.
High On Games is one developer with too many spreadsheets and strong opinions. I write the code, design the systems, push the pixels and answer the emails. The plan is simple: make games I actually want to play, one at a time, and put the studio name only on the ones worth it.
Press, partnerships, or just want to chat?
The inbox is [email protected]. A person reads it.
Wishlist Only Booze
One click now, a ping on launch day. It also tells Steam to show the game to more people, which matters a lot for a game this size.