Meet the founders.
Three friends who met at university and have been making games together ever since. Around this core, a trusted circle of artists and collaborators joins us from project to project.
-
Dmytro Cheglakov
Tech & Production
Leads the technical side and UI, and keeps every project on track as producer.
-
Kostiantyn Malakhov
Story & Game Design
Writes the scenarios and narrative, and shapes how each game plays.
-
Maxim Ryadchik
Growth & Partnerships
Markets and sells our games, and builds relationships with partners.
Our story so far.
Two decades of games, from hidden-object beginnings to hand-drawn point-and-click adventures. Here is how we got here.
- 2026
The return
UpcomingAlmost six years passed without a new release. The reasons are hard ones, as full-scale war reached Ukraine. But we never stopped working. This year we come back with the sequel so many have been waiting for, determined not to let our fans down and to give Angelo and Deemon the ending they deserve.
- Angelo and Deemon: Too Hell of a Quest
- 2021
The Wild Case
A first-person point-and-click detective story, built in Unity. A paranormal investigator answers a letter from a remote forest village where something it cannot quite explain has begun to stir.
- 2019
Two launches, two genres
A double year. In spring, Stormhill Mystery: Family Shadows closed our casual-adventure chapter. That autumn, after six years in the making, our character-driven comedy quest Angelo and Deemon finally launched.
- 2016
A new engine, a new era
Our first mobile-first puzzle arcade, Tap the Blocks, was also our first project built in Unity. It took third place in a Unity x Microsoft contest for the best indie games made in Unity, and earned a global feature on the Apple App Store at launch.
- 2015
Becoming a self-publisher
A new era begins with The Last Dream, the first game we published ourselves. A cinematic story where reality and dream intertwine, told through live-action cutscenes performed by the developers themselves. Unforgettable to make.
- 2013–2014
Transition years
We ported our catalog to mobile and brought our games to Mac, and began learning Unity. Our in-house engine was growing old and heavy to maintain, and we knew it was time to move on.
- 2012
A series closes, a new world opens
We finished the Haunted Hotel series on a high note with Charles Dexter Ward, and stepped into science fiction with the adventure Inbetween Land.
- Haunted Hotel: Charles Dexter Ward
- Inbetween Land
- 2011
Sonya
Arguably our most beautiful game: a fantasy adventure with hand-painted worlds that still holds a special place in our hearts.
- 2010
A prolific year
The third chapter, Haunted Hotel: Lonely Dream, arrived alongside Island: The Lost Medallion, a bright and adventurous project on Big Fish Games.
- Haunted Hotel: Lonely Dream
- Island: The Lost Medallion
- 2009
The sequel
Haunted Hotel II: Believe the Lies, the second chapter of the series, again published by Big Fish Games.
- Haunted Hotel II: Believe the Lies
- 2008
Our first hit
Haunted Hotel launched on Big Fish Games and became a success. A strong start that set the stage for a beloved hidden-object franchise.
- Haunted Hotel
- 2006
Where it all began
Three university friends form Specialbit and begin work on our very first game, Haunted Hotel: the seed of a series that would define our early years.