AfterHours Game Factory
Small worlds, built after hours.
An experimental game studio building small, high-concept worlds with reusable systems, AI-assisted production and fast iteration.
Production Architecture
A factory, not a project.
MaiVerse Studio feeds AfterHours Game Factory. The factory runs on reusable systems that outlive any single game.
MaiVerse Studio
The parent studio: infrastructure, brand and operating system behind every product line.
AfterHours Game Factory
The game production unit — scope discipline, late-night energy, systems-first thinking.
Engine & Framework
Reusable foundations: the Horror Engine, game framework and shared browser tooling.
Content & AI
The content pipeline and AI-assisted production: assets, audio and iteration speed.
Horror Engine
One framework. Many nightmares.
A reusable horror-game framework in development. Ten conceptual layers — built once, reused across every horror world.
Status: In development · Internal R&D. The engine is not yet a released product — it is the system that will power the next AfterHours worlds.
World Concepts
Four lenses on the same engine.
Candidate world themes — concepts and experiments, not released games.
zoo
A place that is open during the day and very different at night.
hospital
Corridors, departments and the stories a building keeps.
school
Familiar spaces re-lit by an unfamiliar logic.
mall
Consumer spaces as a maze after hours.
Philosophy
Build the system once.
Create many worlds with it.
An experimental game studio building small, high-concept worlds with reusable systems, AI-assisted production and fast iteration. Late-night sessions, tight scope, and systems that survive more than one game.
Inside the factory.
The Horror Engine, content pipeline, game framework and AI production — the reusable layer behind AfterHours.
