Ursavus

Independent · founder-led game studio

Games, built deliberately.

Ursavus is an independent game studio named for the dawn bear — the small, ancestral origin every living bear descends from. We make a few games and hold each to a high standard.

Scroll
Classification
Independent game studio
Discipline
Games, end‑to‑end
Disposition
Built to stay small
Named for
Ursavus, the dawn bear
00

A company with a deep origin.

Drag through twenty million years — Miocene to now.

The bear we are named for is not the biggest or the fiercest. Ursavus — the dawn bear — was a small, fox-sized animal that lived around twenty million years ago. It was the first undisputed bear, and the common ancestor that grizzlies, pandas, and polar bears all descend from.

It earned that place by getting the form right, once. Everything afterward inherited it. That is exactly the kind of studio we want to be: small and early, the careful origin that good games descend from.

≈ 20,000,000 yr ago

The dawn bear

A small, fox-sized animal appears in the Miocene — the first undisputed bear, and the origin every living bear descends from.

20 Mya
15
10
5
now

Drag the marker · or use ← →

01

Built to stay small.

Identifying field marks.

Ursavus is run by the people who make the games. We are not chasing a genre or a headcount — small is a capability. It lets us say no, keep our promises, and answer our own mail.

i

Independence.

Founder-led, and answerable to the people who play our games — not to a publisher, a platform, or a growth curve.

ii

Restraint.

We would rather ship one considered mechanic than three loud ones. The hard part is deciding what not to build.

iii

Respect.

A player's time and attention are a trust, not a resource to mine. No dark patterns, no manipulative economies — the game is the whole product.

iv

Craft.

A game is engineering and art at once — measured, fast, and correct, but also a joy to play. We refuse to choose.

02

What we make.

Two games, held to one standard.

Prism

Dungeon roguelike · in development

A dungeon that grows from a single seed.

Every floor is procedurally generated — grown from a seed rather than hand-placed — and the difficulty adapts to how you actually play. Built in Unity. No two descents are the same, and none of them are unfair.

Procedural depth
Floors grown from a single seed — coherent and surprising, never the same twice.
Adaptive difficulty
The dungeon reads how you play and pushes back to match — challenging, never cheap.
Roguelike discipline
Runs that matter. Death is permanent; what you learn is not.
Status
In active development — playable week to week, because fun is measured, not presumed.

Ask for an early descent

Klast

Twin-stick arcade shooter

A neon arcade shooter built for one more run.

A high-intensity twin-stick shooter about speed, precision, and replayability. You pilot a customizable starfighter across three distinct combat systems, each with its own enemies, bosses, hazards, upgrades, and scoring — rendered in low-poly geometry and neon wireframe, with chromatic light, particle-heavy destruction, and transitions that move with the music.

Cycle
Structured rescue missions, built on precision under pressure.
Vector
Escalating arena warfare against swarms that keep coming.
Asteroid
Fully spherical planetary battles with destructible asteroids — combat wrapped around a whole world.
Beyond the campaigns
Challenge modes, endless progression, a shared hangar, achievements, bestiary entries, rankings, exportable scorecards, and AI pilots flying attract-mode demos.

Tell us about your best run

03

Talk to a person.

We are small by design, and we answer every message ourselves.

Whether you're curious about our games, want to playtest, or are thinking about joining — write to us directly. A sentence or two on what's on your mind is plenty.

Read about us How we hire