Independent studio · Games & apps

Small teams. Finished things.

Mad KeyHole builds games for PC and Android and apps that do one thing honestly — no subscriptions dressed up as features, no data leaving the device unless it has to. Six projects are in the workshop right now, from a shipped puzzle game to a time-travel escape room.

6PROJECTS
4GAMES
2APPS
2PLATFORMS
Mad KeyHole logo: a neon keyhole over a rainy noir street

Projects

Every project carries its real status — shipped, in beta, in production, or an experiment that may never become a product. Nothing here is announced before it exists.

Corvale icon
PC · Steam

Corvale

In productionClosed playtest

A first-person time-travel escape room set in one corner store in Corvale, Pennsylvania, across six eras. You follow the clues a stranger left behind — and find out at the end that the stranger is you, and that now it is your turn to leave them.

Corvale — arriving at the store Corvale — the shop floor Corvale — the counter
  • Genre First-person escape room, ~28 puzzles
  • Length 4–5 hours
  • Model Premium, one purchase
  • Built with Godot · Blender art pipeline
PopSort! icon
Android

PopSort! Ball Sort Puzzle 3D

Live on Google Play

A ball-sort puzzle with 50 levels, every one verified by a solver — if a level is in the game, it has a solution. 3D balls rendered in Blender, sound synthesised at runtime, English and Portuguese, and it runs in any browser as well as on the phone.

PopSort! home screen PopSort! gameplay PopSort! level complete
  • Levels 50, solver-verified
  • Model Free, ad-supported
  • Built with HTML5 · Capacitor
Keyline icon
Android

Keyline

Beta · v3.7

You don't remember what you did on March 14th. Keyline does. One line a day — spoken, not typed. A year later it comes back to find you, and at the end your year becomes a printed book.

Keyline — timeline view Keyline — book view Keyline — printed book mockup
  • Privacy Nothing leaves the device. No account, no cloud.
  • Model One-time purchase, never a subscription
  • Made for Voice first — hold, speak, done
Block Harbor icon
Android

Block Harbor

Release candidatev0.1.1

A block puzzle with a harbour to rebuild: an endless Classic mode feeding an Adventure mode with a cast, progress and a place that grows as you play. Signed release build ready for the Play Console.

Block Harbor — Finn, the guide Block Harbor — crate piece Block Harbor — coin
  • Modes Classic (endless) + Adventure
  • Model Free with ads and in-app purchases
  • Built with Godot 4 · Gradle build
Tinless mascot
Android · US

Tinless

Alpha

Quitting nicotine pouches, twelve weeks long. Other apps use a pet as a punishment thermometer; here the pet goes through withdrawal with you and holds the tin. A taper clock, a home-screen widget with one-tap logging, and an SOS that just says "hold my paw".

  • Arc 12-week taper, withdrawal timeline
  • On device Widget + Quick Settings tile
  • Built with Kotlin · Jetpack Compose
  • Tests 65 unit tests passing
Prototype

The Impostor Protocol

Experiment

A deduction prototype built to prove or kill a single hypothesis — "fair paranoia": innocent people lying for human reasons should be able to create convincing false positives without ever making the deduction unfair. A wrong accusation should feel like "I should have seen it", never "how could I possibly know?"

  • Status Gate 1 — learning prototype, not a product
  • Design Local-only, no backend, no LLM
  • Built with Godot 4 · GDScript
Internal tool

Max Pitwall

In production

The cockpit behind our own YouTube channel: a pipeline that takes one video from research to publication with a human gate at every step. Built from an audit of real channel data, not from theory — the factory only grows behind the product.

  • Pipeline Radar → script → fact-check → packaging → delivery
  • Built with TypeScript · SQLite · Zod contracts
Internal tooling

Godot & Blender bridge

Tooling

The plumbing our games are made with: a bridge that lets automated tools drive the Godot editor and a running build, plus a Blender-to-glTF art pipeline. It is why one person can keep four game projects moving.

  • Used by Corvale · Block Harbor · The Impostor Protocol

How we work

Four rules we have paid to learn. They decide what gets built and, more often, what doesn't.

Finish it

A shipped small thing beats an ambitious thing that never leaves the drive. Scope is frozen before production starts, and status is reported as it is.

Your data stays yours

Where an app can work entirely on the device, it does. No accounts we don't need, no servers we don't need, no analytics we can't justify.

Buy it once

Our paid apps are one-time purchases. Subscriptions are for services with running costs, not for a diary that lives in your pocket.

Evidence over opinion

Design decisions come from real data — solver-verified levels, retention numbers, player comments — and every one of them is written down before it is built.

Let's talk

Press, publishing, playtesting or a bug report — the same inbox, and a human reads it.

denismvelasco@gmail.com