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STUDIOPROCESS

Why we ship small experiments

4 min readBy The Puzzlehead Team
GREYBOX · EXPERIMENT SHELF

Puzzlehead has shipped nineteen things. Two of them are games. The other seventeen are the reason the two are any good.

An experiment here is a playable sketch: one mechanic, one room, no art, no menus, and a hard two-week cap. It goes to a handful of people, it gets a verdict, and then it either becomes a candidate or it goes on the shelf.

GREYBOX · EXPERIMENT SHELF

THE SHELF IS THE POINT

Nothing on the shelf is wasted. Blood Trials' chamber-memory system came from a 2024 experiment about a door that remembered being opened. Mala's guilty pause came from a discarded rhythm game. Neither would have survived being invented under deadline inside a real production.

Small experiments are how a two-game studio gets to have twenty games' worth of ideas.

THE ONLY RULE

An experiment must be playable by someone else. Not a document, not a video, not a description over a desk — a build. The gap between "this will be fun" and "this is fun" is the entire job, and it closes exactly once, when a stranger picks it up.

  • #process
  • #studio