Skip to content
Improbability WORKS

Independent game studio

Improbability Works

Worlds that only work because they shouldn't.

Independent studio crafting cooperative experiences where elegance, chaos, and human organization collide.

Scroll

Manifesto

Five convictions. No asterisks.

What the studio actually believes. Not a style guide — a set of refusals.

  1. 01

    Independence, not isolation

    Being independent means answering to the work, not a quarterly target. Traditional publisher pressure — milestone gates, forced timelines, genre mandates — is a no. Collaboration with publishers who genuinely respect the project is something else. Independence is about keeping the thread, not refusing every helping hand.

  2. 02

    Systems, not scripts

    We build games the way you plant a garden, not the way you write a play. Interesting things emerge from systems in collision. Scripts close down possibilities. Systems multiply them.

  3. 03

    Better with someone else

    The most interesting things happen when humans must coordinate, negotiate, and improvise together under pressure. Not a dogma about form — cooperative, competitive, asymmetric — the game decides. But the territory worth exploring is almost always human organization at its most fragile.

  4. 04

    Earned discovery

    A well-built system teaches itself through what it is. Consequences follow from actions. The interface reflects the reality. You learn at whatever pace you choose — there's no single right way through a game that trusts you to find your own. Tutorials aren't the problem. Condescension is.

  5. 05

    The experience is the point

    Not genre exercises. Every game should deliver what only games can: fun that only makes sense once you've had it, a story that belongs to the people who played it, a moment worth keeping. Mechanics are vocabulary, not purpose. A mechanic you can't feel has no business being there.

A game by Improbability Works

Velvet Door

Chicago, 1929. The night is yours to organize.

A cooperative first-person game for 2–4 players.

Run a Prohibition-era speakeasy with your crew. Prepare the day — stock liquor, charm suppliers, read the room. Survive the night — when the band plays, the mafia shows up for its cut, the police raid, and the city’s notables expect to be recognized.

The plan was perfect. The plan always was.

Wishlist on Steam
  • 01

    Perishable preparation

    Ice melts. Tempers shorten. What you stage in the afternoon decays by the time the crowd arrives.

  • 02

    NPCs as chaos multipliers

    Patrons, regulars, informants — each with their own agenda, all of them capable of making the evening yours or unmaking it in five minutes.

  • 03

    Mafia, police, notables

    Three factions you cannot ignore. Pick who to feed, who to lie to, and who owes you by sunrise.

  • 04

    Three tiers of progression

    From backroom hustle to the toast of the city. Every tier rewrites what a good night looks like.

Glimpses from the speakeasy — work in progress

Velvet Door — screenshot 1
Velvet Door — screenshot 2
Velvet Door — screenshot 3
Velvet Door — screenshot 4
Velvet Door — screenshot 5
Velvet Door — screenshot 6

Press kit

Logos, high-resolution screenshots, and fact sheet will live here.

Press kit

Roadmap

Built in the open, at an honest pace.

No ship dates we don't mean. Follow along on Discord for week-by-week devlog.

  1. Now

    Vertical slice in development

    One night, one speakeasy, all core systems wired end-to-end.

  2. Next

    Closed playtest (Valve Playtest)

    Small, invite-only. We want tables of friends, not strangers.

  3. Soon

    Steam Early Access

    Because the game is about your table's stories, it needs tables.

  4. Later

    Full release

    When the evenings are worth remembering without us explaining why.

Studio

A studio of one, for now.

Small on purpose. Slower on purpose. Accountable on purpose.

Will — Founder & solo developer

Founder & solo developer

Will

Solo developer building Velvet Door. Blueprint-first, coffee-driven, obsessed with systems that tell stories. Based in France.

The Dispatch

Major updates only, delivered when they matter.

Low traffic. Major milestones and closed playtest invites. No spam, ever.