A genre is exploding, and a window just opened.
A space-diner in the proven friendslop lane. We are fundraising early, and openly: this page is a teaser, the pitch deck has the full story.
The full math behind that number is in the pitch deck, available on request.
Public figures, sourced from SteamDB / Gamalytic / Alinea Analytics coverage (2024-2025). Not a securities offering: an invitation to an early-stage conversation.
AI concept art: still open, still on fireSee the pitch deck.
The full pitch deck is ready: market comps, the plan, the funding ladder, the team. Request it, or set a meeting, through either channel:
- Email munch@gameready.dev
- Or reach Arty on LinkedIn
We are very responsive, unlike the rest of the industry. Write, and you will hear back fast.
The Team

Founder of GameReady (Unreal Engine studio + education, 8+ years). Business and strategy lead.
LinkedIn
Head of B2B Studio, Education, and Hiring at GameReady. Founder of indie studio KampaiRaptor.
LinkedIn
Founder and CEO of Senshi Consulting (ex-CMON). Crowdfunding and Kickstarter marketing lead.
LinkedInThe build team
Picked from the hiring round. Names announced soon.
Traction in the first 11 days
No development on the game yet and no marketing spend. None of it was hunted for: we did not pitch publishers, did not advertise that we were raising, and did not run ads.
- Day 1
The idea was born.
- Day 2
Initial pitch deck and website built.
- Day 4
First meeting with dev team candidates.
- Day 6
A candidate starts building character assets on his own initiative, before we had replied to him even once.
- Day 9
First interested investor reaches out. Inbound.
- Day 11
A game publisher approaches us, inbound and unsolicited. First wishlists arrive from actual strangers: not team, not candidates, not friends. The hiring round closes after five group sessions: around 200 candidates, 114 invited to the final session with 57 attended, 10 seats signed.

Latest proof
Our first ever post on a brand new account did 2,079 views, 85 likes, 29 shares, 18 saves and 12 new followers off that single video, with 5.71% of viewers watching all the way through. No ad spend, no audience to start from, and the footage is still mostly greybox with barely any real gameplay in it. The viewers were spread across the US, UK, Germany, Australia, Canada, the Netherlands, Poland, Sweden and Ukraine.
