In developmentGame

MergeConflict

One more feature.
What could possibly go wrong?

A card-swiping survival sim about shipping a project before everything falls apart.

An overwhelmed monitor mascot at a paper-covered desk, with feature, bug and hotfix cards hovering below a looming deadline clock

It’s fine. Everything’s fine.

Concept artwork
The format
Card-swiping survival
The platform
PC concept
The status
In development
The studio
Paradigm Shifters
01 / THE IDEA

Ship the project.
Keep it together.
Pick two.

Everyone has a great idea.
You have a deadline.

Every swipe is a trade-off. Take on a feature, tackle a bug, or protect the people trying to get it all out the door. There’s always something worth doing. There’s never quite enough time.

Merge Conflict turns the familiar chaos of making things into a game of awkward calls, competing priorities and spectacularly optimistic planning.

“Just a small change.” Famous last words.

02 / EVERY YES COSTS SOMETHING

A simple swipe.
A messy aftermath.

A feature request sounds harmless until it lands next to the bug report, the tired team and the rapidly approaching launch.

Try one of these illustrative decisions. Which problem would you rather have?

Two answers. No easy way out.

A TASTE OF THE TRADE-OFFS01 / 03
Project Manager

“Can we squeeze in one more feature?”

It’s a great idea. It also wasn’t in the plan.

Choose the trade-off you can live with.

Interactive concept example · Illustrative choices, not final gameplay.

03 / ROLE-DRIVEN CHAOS

Different hats.
Same deadline.

The project looks very different depending on who’s asking. The tension comes from trying to keep all those perspectives in play.

Project Manager

“We’re still on track.”

Balance the plan against the growing list of things everyone would love to add.

Probably.

Quality Assurance

“Found another one.”

Decide which problems need fixing before launch, and which ones the team can live with.

It worked yesterday.

Lead Developer

“That’s not a quick fix.”

Turn ambitious promises into something that works, with the time and energy you have left.

Define “quick”.

FROM THE SKETCHBOOKEarly visual direction
04 / BEHIND THE BUILD

Small choices.
Big knock-on effects.

The aim is a game you can understand in a moment: read the situation, make the call, deal with what happens next.

The interesting part is how those calls add up. A safer choice today can leave tomorrow’s problem waiting just around the corner.

In development

Currently a game concept in development. The artwork and decision examples here explore its direction.

Good ideas ship. Eventually.

Got a little
scope creep?

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