We make small games
with one loud idea each.

Smug Face Gaming is a tiny independent studio. Three games in flight, all built in Godot, all shipped from the same room: a one-tap flyer for phones, a deckbuilding rogue-lite about doing chores for money, and a factory sim about grinding skills.

What we’re building

Three games, three genres, no shared engine tricks.

FLUTTER gameplay: the bird gliding over the Plains realm

In development iOS & Android Godot 4

FLUTTER

One tap. 24 realms. One long run.

A 3D chase-cam flappy flyer. You fly behind your bird and tap to thread the gate rushing at you, through twenty-four realms that cross-fade from plains to open ocean to deep space — then loop. One continuous journey, one score, and the only question that matters: how far past your best did you get?

Hireling: the Gilded Wyrm, waiting at the end of Emberkeep

In development PC Godot 4

Hireling

Nobody’s chosen one.

A deckbuilding rogue-lite in a kingdom that pays by the task. Half your deck is combat; the other half is chores — swinging a pickaxe, gutting a fish, chopping a tree — that happen to hurt when aimed at a goblin. Ore and fish are both card fuel and shop currency, so the greedy line and the safe line are genuinely different decks.

RuneWorks: auto-miners belting ore into furnaces

Prototype PC Godot 4

RuneWorks

Automate the grind.

A factory-automation sim about levelling skills the long way round. Auto-miners on copper rock, belts into furnaces, bars into an anvil works, and a bank chest that turns the lot into coins — then do it again two tiers up. Every sprite is generated procedurally at runtime, so the whole game ships with no art files at all.

A fan project. Not affiliated with or endorsed by Jagex, and it contains no Jagex assets.

The studio

Small on purpose.

Three games at once is only possible because none of them is trying to be big. Each one picks a single idea, builds the smallest thing that proves it, and then gets polished until it feels good in the hand.

Everything is Godot

One engine across a 3D endless flyer, a 2D card game and a grid-simulation factory builder. No licences to manage, no per-platform rewrite, and the tooling carries between projects.

Art is generated

Card faces, enemy sprites, realm scenery, machine icons — almost all of it is written as code and rendered, not drawn by hand. It means a colour change is a diff, and a new enemy is forty lines rather than a commission.

Tests before trailers

Every project has a headless test that builds every screen and plays the game to completion, plus a balance sim that plays thousands of fights and prints the win rate. A build that cannot pass those does not get shown to anybody.

We host our own

These sites are static HTML on a single box we run, behind one nginx, with no trackers, no cookie banners and nothing loaded from anybody else’s CDN. Signup lists live in a file on that server and nowhere else.

Say hello

Press, questions, or a bug that ruined your run.

One inbox, read by the person who wrote the bug. Press kits and screenshots on request — just say which game.

admin@smugfacegaming.com

Playing one of the games and something broke? The support page says what to send and goes straight to the developer.