Independent worlds. Forged with intent.

We build worlds worth surviving.

Cryptid Forge Studios is the independent team behind Shadows of Beginnings, a dark-fantasy action RPG where a ruined civilization must become the light—or be swallowed by the void.

Shadows of BeginningsDemo arrives October 19, 2026

The studio

A small team taking on a world-sized challenge.

Cryptid Forge Studios is an independent development studio built around ambitious worldbuilding, deliberate systems, constant testing, and direct collaboration across disciplines.

We are creating the kind of dark, atmospheric games we want to play: experiences with meaningful progression, dangerous worlds, and reasons for players to invest in what they rebuild.

01

Creative direction

Every visual, mechanic, and story beat is built to reinforce the identity of the world.

02

Player-first iteration

Testing, balance, feedback, and clear reporting are part of development—not an afterthought.

03

Hands-on production

Our team works across design, engineering, art, animation, systems, and studio operations.

Our flagship title

The darkness is spreading. Novum must endure.

Sixty years after the Great Eclipse fractured reality, humanity clings to survival beneath the protection of the Aegis Hearth. Fight through a corrupted world, gather what remains, and restore Novum one structure at a time.

Dark-fantasy ARPGWarrior & MageTown restorationPC / Steam
Explore Shadows of Beginnings on Steam

Official demo announcement

See the forge in motion.

All footage shown in the trailer is captured in-game or in-engine from a work in development.

Choose your beginning

Two classes. Two ways to endure.

The Steam Next Fest demo introduces the Warrior and Mage, each with a distinct combat identity, resource profile, and four-skill kit.

Warrior base-form character concept

Frontline • Control • Durability

Warrior

A battle-worn melee fighter who absorbs punishment, breaks enemy formations, and controls close-range combat through force.

Mage base-form character concept

Elements • Range • Control

Mage

A versatile caster who commands fire, lightning, ice, and arcane power to shape the battlefield and punish clustered enemies.

Captured in-engine

Development, visible.

Current screenshots show Novum, the Verdant Rot Swamp, the evolving HUD, early quest work, and both playable demo classes. Visuals remain in active development.

Questing in the town of Novum
In-engine footageQuesting & Novum
Exploring the Verdant Rot Swamp
In-engine footageVerdant Rot Swamp
Warrior surrounded in combat
In-engine footageWarrior combat
Mage using an ice spell
In-engine footageMage spellcraft

The Verdant Rot

Ancient evils await.

Beyond Novum, a parasitic root-network twists the swamp into a living ecosystem of Bramblekin, corrupted beasts, and sovereign horrors.

“The forest does not hunt alone. It remembers through every root.”

Progression with purpose

Restore. Upgrade. Endure.

Resources gathered in hostile zones support both character progression and the restoration of Novum. Weapons advance through four demo tiers before branching into elemental paths.

GatheringTiered upgradesElemental pathsTown restoration
Weapon upgrade progression concept featuring Brennan the Blacksmith

How we work

Built on alignment, evidence, and iteration.

Our remote operating rhythm is designed to protect focused creation while keeping every discipline connected to the current playable build.

01

Align & unblock

Work begins with owned priorities, current build context, source alignment, and blockers stated clearly enough to resolve.

02

Protect deep work

Dedicated focus windows give engineering, art, design, animation, and integration the uninterrupted time they require.

03

Build, play & triage

Playable builds are reviewed as a team. Feedback becomes creative requests, reproducible bug reports, or explicit scope decisions.

04

Prove & hand off

Work closes with build evidence, documentation, ownership updates, QA status, and a clear next proof point.

Playable before pretty • One source per truth • Evidence closes work • No silent scope growth • Marketing follows proof

From the development floor

The road to the demo.

We are documenting the systems, breakthroughs, and honest production work behind the first public build.

Latest development

Steam branches are live

A packaged build is now distributed through dedicated developer-debug and public beta-testing branches.

World building

The world becomes harvestable

Procedural volumes now place trees, rocks, shrubs, resource nodes, and environmental foliage throughout the levels.

Core systems

Progress survives the journey

Quest, potion, rank, transition, and persistent-state systems are moving together toward a complete playable loop.

Meet the team

The people behind the forge.

A multidisciplinary remote team combining studio leadership, game engineering, systems architecture, creative direction, QA, and technical production.

Grand's galaxy goat studio profile icon

Grand / Jagger Blackburn

Co-Founder & Chief Operating Officer

Creative Design Director • Head of Balance & QA

A self-taught multidisciplinary creator who moved from analyzing and explaining games into building one. Grand leads studio operations, scope, documentation, recruiting, creative direction, level design, marketing, testing strategy, and final experience decisions.

Known for bringing direction to chaos.
Squatch, Jacob Blackburn's studio profile icon

Jacob “Squatch” Blackburn

Co-Founder & Chief Executive Officer

Co-Captain • Gameplay Engineer

A Full Sail Game Development graduate working deep in C++ across core systems, combat, AI behavior, animation, SFX, VFX, and modeling. If it moves, makes a sound, or explodes on screen, Jacob probably helped make it happen.

Single father, outdoorsman, animal lover, and lifelong music fan.
George Carter in his XENCLIPSE Studios profile portrait

George Carter

Gameplay Programmer & Systems Architect

Founding Member • Team Nebula

George brings more than 16 years of engineering and leadership experience plus a Full Sail Game Development degree. His work spans the Mage, skill trees, upgrades, HUD and UI/UX, gameplay mechanics, AI, and procedural generation.

Family-first builder who enjoys paddle boarding, the outdoors, live music, and game design.
Kazper Kreative's cybernetic studio profile icon

Kazper Kreative

Technical QA Lead & Systems Engineer

Kazper’s Echo • Unreal & C++

A Full Sail Game Development graduate focused on Unreal Engine, UI architecture, optimized workflows, efficient C++, and the technical details that make direct-control combat feel responsive and dependable.

Agency owner, tactical-game analyst, husband, and cat person.

Press & creators

Tell the story with the right materials.

Official logos, key art, screenshots, trailer links, studio facts, and contact information will be available through a downloadable press kit.

Press kit in preparationContact the studio

Played the demo?

Two minutes can shape the next build.

Tell us where you played, how far you reached, what felt strongest, and what the team should improve first. Most questions are a single choice.

Take the Demo Survey
02 minutes14 quick choices01 short improvementNo tester account required.
Need deeper testing tools?

Active testing & player feedback

Keep every test session connected.

The Playtester Hub is the working center for Shadows of Beginnings testing. Review the current testing process, document what happened in a build, and send the team information it can act on.

Testing guidelinesPC specification sheetBug reportingDemo & general feedbackBuild status & known issues
Open Playtester Hub
Want to join the testing pool or work with the studio?

Help shape what comes next

There is a place for you in the forge.

Apply to test the game, create content, explore a development partnership, or join the team.

Open application center