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About No Sequels Co-op

MORE ABOUT US AND HOW WE CAME TO BE

No Sequels is a motto: Put everything into this game as it’s the only one of its kind.

There are no sequels. 

Make something that may inspire others to make a spiritual successor for us to enjoy.

This studio was created as a result of a very common issue:

One of us was a gamer and the other one was not. 

When we met, the gamer tried to introduce the non-gamer to gaming, but it proved incredibly difficult for an adult to learn a new way of engaging with the medium. Overcoming the challenge took diligence and patience - and some tears.

Looking around, we noticed there weren’t enough games that offer couch co-op. Especially games that can be completed during a day or night or weekend and games that can be used to introduce a non-gamer to a gamer’s favorite hobby. 

This is a point of contention within romantic relationships but also with parents and other family members who just don’t get it. 
And they CAN’T get it because there are no easy-to-pick-up couch co-op games to play!

So now we make them. 

ABOUT OUR GAMES

We make games with straightforward control schemes that are easy to pick up. Typically a directional and two extra inputs for actions. We want to take that control simplicity to its absolute limit for people who don’t have agility or the memory to remember complex inputs.

Our games are designed to be beaten in a single nightfall with a friend by your side on one screen. This ensures that the games can go from the start screen to the end credits in under two hours. Games aren’t supposed to be chores; they’re supposed to wow you in game direction, programming mechanics, and art style, and offer an experience through which you can be transformed.

We set out to make every game entirely different from others in our catalog. They only share the same playstyle (couch co-op) and the same entry-level controls. Everything else is entirely new: art style, theme, gameplay, travel through the world, and the world itself.

Our games are not slouches in terms of takeaways. Every game features a teaching element about the world around you. The fun of gameplay is prioritized. Dialog boxes beating you over the head with a message, is not. 

Too many games, while being fun, left us with the feeling of “okay that was cool but what else?“ like fizzled out empty calories. Some games feel like cute distractions instead of a wholesome, life-enriching experience. Some games were very fun, and unique, but too long with padding that doesn’t contribute to the experience, so we lost interest.

Our hope is that these games will provide at least a few hours of fun, hilarity, and bonding with a companion. And that they will do so in a visually pleasing way. 

No need for Sequels.