Independent game studio · Montréal

Worlds that
remember you.

Deovia creates deep strategy games where choice becomes consequence, consequence becomes history, and every run leaves something worth keeping.

FIRST WORLD · IN ACTIVE DEVELOPMENT AI-NATIVE · HUMAN-DIRECTED BUILDING IN THE OPEN
GOLDEN EMPIRE / WORLD 07
CONCEPT INTERFACESIMULATION LIVE•••
HALCYON
NORTH ARC
ORBITAL YARD
46.813° N / 71.208° W
MEMORY LAYER 04 / ACTIVE
Food surplus securedStonework discoveredNorthern ridge mapped
01 / THE FIRST WORLD

Golden Empire · In active development

One settlement.
A history no one else could write.

Build a civilization from its first road to its first world beyond Earth. Explore, learn, govern, and adapt as the systems remember who you became.

FORMDeep strategy
SPANSettlement to Mars
PROMISEYour civilization is remembered
0001FoundOne river. One choice.
0140ExpandTerritory becomes identity.
0280TransformIndustry changes the rules.
0531ReachA second world opens.
02 / THE LIVING-HISTORY LOOP

The category we intend to own

A world is alive when it can remember.

“AI games” is not the point. The point is a world that answers honestly, preserves what happened, and turns play into personal history.

01

Choice

The player makes a legible commitment. Not a hidden coin flip. A decision with weight.

02

Consequence

The world answers through clear systems. Every gain creates pressure somewhere else.

03

Memory

People, places, rivals, and turning points survive the moment that created them.

04

Expression

History becomes character, music, ritual, motion, and a chronicle worth revisiting.

05

Artifact

Every run leaves something that belongs to that player and no one else.

THE INTERNAL CREATIVE TEST

“Could this player’s story have happened to anyone else?”

If the answer is yes, it is not Deovia-grade yet.
03 / HOW DEOVIA BUILDS

AI-native · Human-directed

The machine explores.
Human judgment decides.

Agents play thousands of sessions. Automated tests find dead ends and degenerate strategies. People still own the fantasy, the taste, and every final call.

PLAYTEST FOUNDRYRUN / 07A-1024
QUESTION SURFACED Does the northern opening create a false choice?

Agents found one dominant strategy in 78% of runs. The system flags the pattern. A designer decides what changes.

01 Imagine
02 Prototype
03 Simulate
04 Play
05 Learn
06 Evolve
04 / STUDIO DOCTRINE

Small cells · Long horizons

Build fewer worlds.
Let them matter longer.

01

Systems over scripts

Mechanics interact and create situations no one authored. The hundredth session should still surprise you.

02

Evolution over sequels

A Deovia game is observed, tuned, and grown. It is not discarded because a calendar says “two.”

03

Players over inventory

No power sales, energy timers, loot boxes, or paid relief from frustration. Players are people.

04

Independence as design

Low fixed costs and patient capital protect the right to delay a game rather than betray it.

05 / FIELD NOTES

Development, in the open

What the world taught us this week.

Golden Empire · Founding access

The first world
is already moving.

Enter the current build. Make the first decision. Help shape what survives.