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Introducing
our first chapter.

Concept artwork of a squad planning its approach to a forest compound.
Last Chances / Early visual exploration / Concept artwork

Every studio begins with a decision to make something. For GronkGaming, that means building games where a player’s choices have room to matter.

We’re a small independent studio, and this is our first chapter. There is no catalogue of released games to announce yet. What we have is a direction, a working development process and a first project taking shape.

Meet Last Chances

Our first project has the working title Last Chances. It is a squad-based tactical game being developed with mobile play in mind. We’re interested in the decisions around an encounter: choosing a route, understanding what your squad can see and deciding when to move.

The broader creative direction combines distinct teammates, character-led progression and connected tactical play. These are the ideas guiding development, rather than a promise that every planned feature is already in the build.

The first question isn’t how much we can add. It’s whether the next decision is interesting.

Starting with the foundations

Our current work centres on the systems that make those decisions possible: movement, detection, terrain, cover and the connection between the game client and its server. Getting those relationships clear gives us a stronger foundation for everything that follows.

We’re also exploring a fixed, elevated camera and readable environments. On a smaller screen, players need to understand the scene quickly. Strong silhouettes, useful feedback and deliberate layouts all contribute to that goal.

Finding the world’s identity

The concept images shared here explore atmosphere and composition: a squad looking across an industrial compound, a forest outpost with layered routes and cover, and warm pockets of light within a muted landscape.

These are AI-assisted concept illustrations created for the studio’s visual exploration. They are not screenshots or finished production assets. Their role is to establish a direction that we can question, adapt and develop as the game evolves.

What comes next

We’ll keep refining the playable foundations and bringing more of the visual direction into the prototype. As there is meaningful progress to share, this journal will offer a closer look at the decisions, experiments and lessons along the way.

If you’re an artist, developer, audio creative or publishing partner who connects with that direction, we’d like to hear from you.