# A Bunch of Idea Studio — Press Sheet

Updated 10 October 2026. Prepared for project review; verify stage, access and rights before any external publication.

## Studio

A Bunch of Idea Studio is an independent, founder-led game studio based in Vietnam. The current selected portfolio contains seven project entries across simulation, precision action, survival, arcade and horror. The catalogue includes two implementation paths in the Void Rift product line and a horror design lineage from the Cabinet Phobia room prototype to the later Horror Pharmacy direction. The selected source projects are separate; the entries are not presented as seven released games.

The studio looks for a clear action with a consequence. A roach’s care routine can grow into a colony; an arrow’s returning route becomes part of the attack; a split ball multiplies the next aiming problem; and horror begins when a player chooses to reach into an uncertain space.

## Selected projects

### Roachy — desktop colony companion

Roachy places a curious cockroach on the Windows desktop and grows the idea into a gentle colony simulation. Players feed, water, pet and clean; habitat routines, eggs, an incubator and family records turn small moments into a continuing lineage. The design aims to fit alongside ordinary desktop work rather than punish a player for stepping away. **Stage:** in development. **Public build:** not configured.

### Echoes of the Last Arrow — precision boss action

Echoes turns one arrow into a two-part commitment in a one-hit duel. The player reads a guardian’s telegraph, sends the arrow through an opening, survives the response and recalls it through the exposed weakness. Vesper and Nacre teach different encounter reads; the source describes Echo Pressure tightening later recoveries as seal order changes. **Stage:** browser game in active rebuild. **Public build:** not configured. Current captures are source-runtime material from the owner-review set; their public promotional rights are not confirmed.

### Void Rift Solo — offline single-player edition

Void Rift Solo is the offline single-player edition in the Void Rift product line. A pilot moves and dashes through escalating threats while automatic weapons attack; experience choices shape the current attempt, and Energy Crystals connect survival to local progression. **Stage:** offline implementation in development. A Release build and 3/3 registered CTest targets passed on 10 October 2026; that engineering check is not a playtest or public release. **Public build:** not configured.

### Void Rift — broader product target

Void Rift is the broader offline Windows survival-shooter target. Its intended run uses movement, automatic weapons, experience choices and recurring bosses, with player death leading to the result. Escalating visual noise is designed as a bounded, player-controlled visual layer rather than a combat rule. The page distinguishes approved product scope from the content currently represented in source. **Stage:** implementation in progress. **Public build:** not configured.

### Super Ball Blast — SDL2 arcade prototype

Super Ball Blast is the source title shown in the project’s original title graphic. Move the cannon and fire automatically; a hit splits balls into smaller moving threats. Collected gold funds choices such as Fire Speed, Fire Thread and Gold upgrades, while the original source art defines Day, City and Space environments. **Stage:** C++ / SDL2 source prototype. The supplied key art is an editorial composition from original project art, not a gameplay capture. **Public build:** not configured.

### Horror Pharmacy — first-person horror concept

Horror Pharmacy turns a night shift into a hand-led horror ritual: read a prescription, select a drawer and reach toward specimens that should be dry, with the possibility that one is alive. Unseen customers wait at the counter slot; an escape can follow the player into a later shift in the intended design. The current H4 test scene demonstrates the hand-to-drawer interaction with placeholder capsule objects; it does not demonstrate the full designed shift. **Stage:** concept with a hand-interaction prototype. **Public build:** not configured.

### Cabinet Phobia — one-room horror prototype

Cabinet Phobia places the player in a locked room with a key hidden among cabinets. Opening one is a voluntary search and exposure: it may hold nothing, the key, one or more creatures, or both. The current source project is an early playable-room prototype; its expanding-room sequence and surreal ending are design direction, not current runtime evidence. **Stage:** early playable-room prototype. **Public build:** not configured.

## Media and rights

- Roachy media includes the “Cockroach” model by CK, via Sketchfab, under CC BY 4.0. Retain the specific credit in the media-kit README.
- Super Ball Blast artwork uses source PNG assets the owner confirmed were created by them or cleared for website use. The supplied poster and source-art board are editorial compositions, not gameplay captures.
- Echoes of the Last Arrow, Void Rift Solo, Horror Pharmacy and Cabinet Phobia review media are included only in the private owner-review kit while public-use rights or asset status remain under review. Do not redistribute that kit.
- Void Rift has no source-game raster capture in the media package. Its manually authored product-direction graphic and run diagram are clearly labeled as design materials, not gameplay.

## Contact

The domain inbox is not yet configured, so this press sheet does not publish an email address. Use the private studio site’s Contact page after its inbox or configured message endpoint is active.
