We make Flat Peaks — a town-builder about hillsides, supply chains, and the slow satisfaction of a system that finally works.
And we build the tools that keep it honest.
Cyclamen Studio is one person. That’s a constraint, not a pitch — and the answer to it has been to build the machinery that a team would normally be.
Flat Peaks runs on a deterministic simulation core with 2,850 tests, a save format on its 23rd version with live migrations, and eleven custom CI checks that each encode a bug we already shipped once and would rather not ship again.
Simulation-based balance testing. The Flat Peaks economy is a headless, deterministic simulation, so we can run thousands of playthroughs before a person plays one. Not to find out whether the game is fun — no machine will tell you that — but whether it’s exploitable, whether player decisions actually change the outcome, and where progression quietly stalls. In progress.
Reproducible asset generation. Our road tiles are generated, and so is the conditioning that shapes them. Same command, same seed, same tile, every time, with a validator that fails the build when a tile’s geometry is wrong.