Tulkutech Games
tulkutech.com

Tulkutech Games · Content policy

What we make, and what we don't

We're Tulkutech Games, a small studio inside Tulkutech. We think games are worth taking seriously, which means being clear about what we're for — and what we won't do, even when it would pay.

What we're working towards

That people are better off together.

We'd like our games to show that — sometimes in how they're played, sometimes in the stories they tell. Not always by putting two people in a room. Sometimes by showing what becomes possible when someone stops going it alone.

That a game can be worth something afterwards.

Not a lesson — just something you're glad to have spent time on.

That someone should show what a better world looks like.

Most games imagine the future going badly. We'd rather build the other one, and let you walk around in it.

What we won't make

Games where killing is the point.

Not a rule against conflict — conflict is most of what stories are made of. A rule against making the killing the fun part.

Games built on deceiving the people you're playing with.

Some very good games work this way. But deception is the opposite of what we're for: it drives people apart rather than bringing them together, and we won't be part of that.

Games where you're racing someone else for the same thing.

Another player, or a character we wrote — it makes no difference to us. We're not interested in designs where somebody has to come last. Sharing and trading are what we'd rather build with.

Leaderboards that rank you against everyone else.

It's the same thing, moved somewhere less obvious. If nobody has to come last in the game, nobody should come last on a scoreboard either. We'll show you your own best — and if there's a number worth watching climb, we'd rather it be one we're all adding to.

Loot boxes, or anything like them.

No paid randomness, no manufactured scarcity, no design that takes most from the people who can least afford it. If we want money from you we'll ask for it plainly, once, and tell you what you're getting.

Anything that keeps you playing by making you angry.

If our game is in your life, it should be because you want it there.

On violence

We're not going to pretend the world is gentle. A game can be about war, or cruelty, or loss, and be worth making — some of the best ones are.

What we won't do is make the violence the enjoyable part and put the regret in a cutscene. If a game of ours shows harm, doing it will cost you something, and the cost will be in how the game plays — not in what it tells you afterwards.

Our games

Every game we make is listed here, with a line on how it sits with what's above.

If we can't write that line, we shouldn't have made the game.

Nothing here yet. We'll fill it in as we go.

Holding us to it

Nothing on this page gets quietly taken away. We read it once a year to see whether we've learned something we missed, things get added, and commitments never come off — if one of them turns out to be inconvenient, that isn't a reason to lose it. If a sentence needs fixing because it caught something we never meant it to, the old wording stays below so you can see what changed.

That's how everything we commit to in public works, not just this page.

And if we ever ship something that doesn't square with what's written here, the honest thing is to say so — not quietly, and not after the fact.

Everything we commit to in public

Reviewed: 31 July 2026. Last change: 31 July 2026.

What's changed

Nothing yet.