Different games.
One strange platypus.
Ice-Type Platypi Studios is an independent game studio creating tactical battles, fantasy card-game adventures, and unsettling psychological horror.
We don't think every game from one studio needs to feel the same.
Ice-Type Platypi Studios exists to build games around ideas we want to explore rather than forcing every project into a single genre. That has taken us from tactical battlefields to a fantasy tavern built around Pinochle, and into the VHS-soaked world of psychological horror.
The games are intentionally different. What connects them is a focus on systems players can learn, worlds with their own identity, and experiences that become more interesting as players understand how they work.
We're building independently, testing directly with players, and allowing each project to develop the identity that suits it.
Three projects. No shared template.
Each game starts with a different kind of experience and is developed around what that game needs.
Grid Conflict
Turn-based warfare built around positioning, unit management, battlefield decisions, and competing strategies.
Explore Grid Conflict →Grandma's Tavern
Traditional two-player Pinochle transformed into a story-driven fantasy roguelite filled with opponents, progression, and choices.
Explore Grandma's Tavern →The Journal of Sorrow: The Lost Entries
First-person psychological horror with a VHS aesthetic and an increasingly unsettling journey through the journal's lost entries.
Explore The Journal of Sorrow →Built around the experience.
Gameplay comes first.
Systems should give players meaningful decisions rather than simply adding complexity for its own sake.
Each game gets its own identity.
A tactical strategy game, a fantasy Pinochle roguelite, and a psychological horror game shouldn't look, sound, or behave like variations of the same project.
Players are part of development.
Playtesting exposes problems that development alone cannot. Feedback, bug reports, and unexpected strategies all help shape the games as they develop.
Iteration is expected.
Features, balance, presentation, and systems can change when testing shows that a better solution exists.
Small studio. Practical process.
Our games are developed iteratively: build something, test it, find where it breaks or falls short, improve it, and repeat.
That means development builds may change frequently and features shown during testing aren't automatically final. Player feedback helps identify what deserves refinement and what needs to be reconsidered.
The goal isn't to make three games the same way. It's to use the tools and process that make sense for each project.
Made with a clear point of view.
FLAK3 leads Grandma’s Tavern’s roguelite design, interface and overall experience. Its story, lore and characters are written and designed by Wayne T. Luttrull.
The current mobile game includes AI-assisted coding and imagery developed from hand-drawn sketches, alongside other assets. An artist and composer have been commissioned for replacement cutscene artwork and music for the planned Steam release. The in-game notes explain this process in the studio’s own words.
Explore Grandma’s Tavern →