RedmonLabs

A studio of one, in Ohio

Small games, made for a family first.

RedmonLabs builds games the way you'd build a treehouse for your own children — carefully, slowly, and with someone specific in mind. Every game here started because the people in this house wanted to play it.

Making games for your own family changes what you're willing to ship. It means the youngest player at the table is not an edge case to be handled later; they are the person the whole thing is designed around. It also means there is nobody to talk us into a feature we would not want pointed at our own kids.

The one rule everything else bends around

Nobody can say anything to your child. Not a message, not a nickname, not a team name, not a caption. Not a single word.

That isn't a feature we added. It's a door we never built. Most games that want to be safe for children put a filter in front of the players — a list of banned words, a report button, a moderator somewhere in another country. We didn't, because a filter is a promise to catch things, and that promise is only ever as good as whoever is awake.

So there is nothing to catch. In a game with a child in it there is no chat, no typed names, no team names, no titles, no free text of any kind. Every word your child reads on that screen was written by us and shipped inside the app. They can play against the whole world and be reached by none of it.

The same rule holds on this website: no comments, no forums, no user uploads, nowhere for anyone to leave anything for anyone else.

The games

In development

Fall of Shot

Hidden fleets, one phone each, and a game that waits for you. Two players or ten, across the room or across three time zones — take your turn when you have a minute, and the game tells everyone else it's theirs. Or play the computer, right now, on your own.

Next, and barely started

A game about noticing things

Still mostly on paper. A quieter game than the first one — about looking carefully, and working out what you are actually looking at. It sits on this page for one honest reason: a studio that only ever makes one game doesn't need a studio website, and we would rather build the house before we need the second room.

What we don't do

Short list, and it is short on purpose. Everything on it costs us something, which is rather the point of writing it down where you can hold us to it.

What we do keep, and how to get rid of all of it, is in the privacy policy. It's short, and it's written to be read rather than to be survived.

Say hello

One person reads this address, and that person is the one who wrote the game: desredmon@bright.net. Bug reports, awkward questions from parents, and press enquiries all go to the same place.