About
A studio of one
High On Games is about as small as a studio gets. No fixed genre, no grand plan. I make games I actually want to play, and I make them properly, one at a time.
The goal
Games you can get lost in. Deep enough to master, simple enough to just start.
Depth you can read
Systems that run deep but stay legible. If a mechanic needs a wiki to enjoy, it isn't finished.
Fun before features
Every system earns its place by being fun to touch. I'd rather cut a clever idea than ship a boring one.
Built in the open
Playtests, devlogs and a Discord where feedback actually changes the game. You'll see the seams. That's fine.
The story so far
From a weekend prototype
- 01
How it started
A pricing-sim prototype that was only supposed to take a weekend. It didn't. The idea of a shop where the market fights back stuck around.
- 02
Only Booze
That prototype grew into Only Booze: Liquor Store Simulator. Daily markets, gossiping customers, inspections, and the very bad idea of drinking your own inventory.
- 03
On Steam
The store page is live and wishlists are climbing. Development happens in public now, through devlogs, playtests and a Discord full of opinions.
- 04
Next
Whatever's worth making. Genre doesn't matter as much as the feeling: deep, honest, a little bit mean. One game at a time.
Who's making it
The team, such as it is

High On Games
Solo developer. Design, code, art, everything else.
High On Games is one developer with too many spreadsheets and strong opinions. I write the code, design the systems, push the pixels and answer the emails. The plan is simple: make games I actually want to play, one at a time, and put the studio name only on the ones worth it.
Press, partnerships, or just want to chat?
The inbox is contact@highongames.com. A person reads it.
Save your spot
Wishlist Only Booze
One click now, a ping on launch day. It also tells Steam to show the game to more people, which matters a lot for a game this size.