A one-crow indie studio making dark, demanding games.

About

Who we are

Pale Crow Studio is an independent game studio founded in 2026 in Portugal. Right now it's one person, a lot of coffee and a very stubborn crow.

We make games we'd want to play ourselves: dark worlds, deliberate combat and stories that don't hand you the truth.

Codename

Project Lazarus

A 3D isometric soulslike roguelike.

A continent swallowed by an endless night. A kingdom that fell in a single evening. And Arion, an ordinary man the goddess of Life will not allow to die.

Every death sends him back. Every return costs him something.

  • Combat that demands respect

    Stamina, posture, parries and heavy blows, inspired by Dark Souls 3, seen from above.

  • Death is part of the story

    Each run changes the road. Each death leaves a scar.

  • Gifts with a price

    Gear granted by Life, Death and something older than both.

  • A story told in fragments

    What everyone believes happened is not what happened.

In motion

Early footage. Visuals are work in progress and placeholder art will be replaced.

Screenshots

Tech sheet

Engine
Godot 4 · GDScript
Visuals
3D, fixed isometric camera
Genre
Soulslike roguelike
Controls
Controller first · keyboard and mouse supported
Platforms
PC (Steam) and Steam Deck
Performance target
60 fps at 1280×800
Status
In development, early vertical slice

Under the hood

  • Built for the controller. Every action is designed around a gamepad first, so it plays the same on a desk or on a Steam Deck.
  • Stamina, posture and parry. Rolling, running, blocking and charged heavy attacks all draw on the same stamina bar. Break an enemy's posture and it is left open.
  • Gear with weight. Armour comes with random stat rolls, set bonuses and a weight class, from light to overloaded. It shapes how you roll, and how much stamina you recover.
  • Branching roads. Each region is a map of roads with different risks and rewards, so every run is a different route.
  • Hand-built rooms, layered depth. Combat rooms are shaped by hand and surrounded by ruins, mist and a drop into the dark, so the world never seems to end.
  • Data-driven and tested. Weapons, gear and enemies are Godot resources that can be tuned without touching code, and more than 300 automated tests guard the core systems.

Collaborate

Join the Flock

Pale Crow is one person for now, but Project Lazarus is bigger than that.

If you're an artist, musician, developer, writer or tester and this world speaks to you, tell us what you do and how you'd like to help.

Collaboration is currently volunteer-based and/or revenue-share, depending on the role and the project. Nothing is promised up front; we agree the terms together, in writing, before any work starts.

20 to 3000 characters. 0/3000

Contact

Say hello

General enquiries, press or anything else:

contact@palecrow.games