Pocket Golems
Collect, stack, and train tiny stone golems in a creature tamer where your team is also your building material.
Studio & publisher · Est. 2026
Whimsystems is a small studio that makes and publishes games: cozy worlds, clever systems, and the occasional moth with opinions.
Featured game
A cozy exploration platformer about a lamplighter relighting the floating islands of a sky that forgot how to glow. Hop between islands, befriend moths, and decide which lights stay on.
Our games
Prototypes, jam games, and projects growing up in the studio.
Collect, stack, and train tiny stone golems in a creature tamer where your team is also your building material.
A turn-based naval puzzler where the tide moves every turn and so does the board under your fleet.
A two-character puzzle game about light, reflections, and a moth who refuses to fly toward the obvious lamp.
Level select
How every Whimsystems game finds its way from a notebook doodle to players.
An idea worth chasing: a mechanic, a mood, or a doodle that will not leave us alone.
Fast, ugly, playable. We find the fun before anyone draws a final sprite.
Art, music, and content, with open playtests along the way so players help shape the game.
Store pages, trailers, platforms, release day, and updates long after it.
The studio
Whimsystems is a tiny team that makes games that feel good in the hands and leave room for surprise. We design, build, and publish our own titles, and we stick around to support them long after launch.
We are early, we are curious, and we would love to have you along for the ride.
If it is not fun in greybox, art will not save it.
Numbers serve feelings, never the other way round.
Healthy schedules make better games.
Choose your character
The small party of humans behind every Whimsystems game.
Founder & Creative Director
Class Dream Weaver
Keeps the vision fun, the scope sane, and the moths opinionated.
Lead Programmer
Class Bug Slayer
Turns sketches into systems and makes jumping feel just right.
Art Director
Class Pixel Alchemist
Gives every world its colour, glow, and tiny hidden details.
Audio & Music
Class Bard
Writes the songs you will hum after you put the controller down.
Devlog
On cutting a “realistic” rule that made exploration feel like a chore.
What a 48-hour prototype taught us about stacking as a mechanic.
Who we are, what we are building, and why the studio is called Whimsystems.
Player 2 has entered the game
Want playtest invites, launch news, or press keys? Drop us a line and we will keep you posted.