GALAXY MUNCH
Bon Appetit in the Vacuum.
A co-op physics-comedy where your crew of idiot aliens fly a space-diner: cooking, crashing, fighting pirates, and keeping braindead customers alive while everything is on fire.
Every session is a clip factory.
We are not scripting jokes. We are building a physics sandbox that produces them: pot-blinded pirates, food-fight defense, customers strolling into fires mid-bite.
In-engine footage: ragdoll physics, mid-build
Be first in the airlock.
There is no Steam page yet. Drop your email and you get the link the day it goes live, so you can wishlist it while it still counts, plus an invite when the Discord opens.
What exactly we send (three emails, that is the whole plan).
You are the dumbest restaurant crew in the galaxy.
Co-op, first-person, low-poly. The restaurant is the ship: you cook, fly, and keep it running out of the exact same room.
The diner IS the vehicle.
You fly the diner while you cook inside it. Steer badly and you take asteroid hits, hull breaches, and a repair minigame in the middle of a dinner rush. The kitchen and the cockpit are the same room.
Restock inside the chaos.
Ingredients run out mid-rush, so someone is always shoving a cart through a chaotic space supermarket while the rest of the crew holds the diner together.
"Everything is on fire, someone put a pot on the pirate's head, and we are somehow still open."
Five rules. Zero dignity.

Chaotic multitasking
Orders, fires, flying customers and steering the ship, all at the same time.
Physics comedy
Trays and food go flying. Everything is physical, including customers and players.

Braindead customers
They care about food more than their lives.
Silly, sloppy tone
Fun first, mission is secondary.
Clip-first
An in-game camera turns every disaster into a shareable shot.
The vibe, in frames.
"Friendslop" is eating the charts.
Cheap, chaotic, co-op physics-comedy went from niche to phenomenon in two years: small teams with tiny budgets outselling studios 100x their size, powered entirely by player-generated clips.
Dear Passengers, the genre's latest breakout, banked 1.5M Steam wishlists in its first 4 days alone, months before launch, fully organic, at $0 ad spend. The game itself generates the ads. That is the lane Galaxy Munch is built for: a differentiated, instantly-legible concept (a space-diner instead of another everyday setting) with the same proven genre mechanics.
We aim for $10M-$110M in revenue.
The full math behind that number is in the pitch deck: available on request when you join the crew or invest.
Typical genre pricing is $5-8: friction-free for a friend group buying four copies on a whim. Public figures, sourced from SteamDB / Gamalytic / Alinea Analytics coverage (2024-2025).
None of this was hunted for.
No development on the game when this started and no marketing spend. We did not pitch publishers, did not advertise that we were raising, and did not run ads.
Week one, basic blockouts, real numbers.
The account is brand new and clip #1 is engine blockouts, not final art: no signature character models yet, no paid boost, no repost network beyond one organic test share. It still traveled.
One clip, its first week, read straight off TikTok's own analytics. Small numbers, reported as-is.
Watch on TikTokAn established studio making its first own IP.
8+ years proven in the three things that decide whether a game ships: logistics, hiring, development. Galaxy Munch is a working studio pointing its existing machine at its own game for the first time, with video production and a crowdfunding track record already in place.

Unreal Authorized Training Center, Epic Games partner since 2020; teaching and developing as a company since 2018 for clients like Intel, ISCAR, and Aerospace Industries. We self-publish: no external publisher between the game and its players.
We run our own production agency: two active podcasts and an in-house CMS pipeline, so marketing and devlog video ships at zero marginal cost - no outsourced editor, no agency retainer.
What our team worked on.
Building the bench, not just the crew.
We are in talks with advisors who worked on titles such as Star Citizen, plus other veterans of co-op physics-comedy titles in the vein of R.E.P.O., PEAK, and Lethal Company.
Operators, not theorists.

Founder of GameReady (Unreal Engine studio + education, 8+ years). Business and strategy lead.
LinkedIn
Head of B2B Studio, Education, and Hiring at GameReady. Led 10+ commercial development teams.
LinkedIn
Founder and CEO of Senshi Consulting (ex-CMON). Crowdfunding and Kickstarter marketing lead.
LinkedInThe build team
Signed from the hiring round.
Denis NutuSocial media
Shon MichaeliProgramming lead
Aleksey KarpovPhysics & networking
Kaunain AjaniGameplay programmer
Orkun OzkanGame design
Mark Andrew BuhayEnvironment & level art
Matt BAudio
Martinos SofokleousMusicPlus a 20+ person GameReady ecosystem handling publishing, operations, hiring, and community around the build team. And yes, we are hiring: join the crew.
Small accounts, real signal.
Every channel is new and growing off zero ad spend. Our second hiring-round post on LinkedIn outperformed the first on engagement, and the socials strategy is deliberately split: player-facing content on TikTok and Instagram, business updates on LinkedIn.
Our first 4 TikToks, cut from early builds on a brand-new account:
Reasonable questions, deadpan answers.
What platforms?
PC (Steam) first. We are building for online co-op with your friend group.
When can I play it?
It is in pre-production: the playable slice comes first, then a Kickstarter. There is no Steam page to wishlist yet, so leave your email and you get the link the day it goes live, while a wishlist still counts for the launch.Wishlist Galaxy Munch
Is 'Galaxy Munch' the final name?
Yes. Galaxy Munch is the name.
What's the track record of GameReady Studio?
8+ years of Unreal Engine production and education, 100+ people employed, clients like Intel, ISCAR, and Aerospace Industries, and $40M+ raised in crowdfunding (Renato Franchi, our crowdfunding lead, as CMON's Global Marketing Director). The full story: gameready.dev/studio
Want in on the sloppiest disaster in the galaxy?
We are recruiting a medium-sized, high-conviction build team: UE programmers and artists who want real ownership in a fast venture. We are also fundraising early. Either way, we answer fast.
Or email munch@gameready.dev
