Independent Saudi game studio · Madinah

Saudi games, brewed slowly.

An independent game studio from Madinah. We design, code and draw our games by hand, and keep the workshop door open for anyone who wants to follow along.

CUP CODE / BUILD 2026 · MADINAH, SAUDI ARABIA · GAMES • SOFTWARE • EXPERIMENTS

01 FEATURED PROJECTS

What we are making now

All games

01GAMEIN DEVELOPMENT

CAGEHAUL

Co-op Horror • 1–4 Players • PC

An upcoming cooperative horror game from Cup Code Studio.

Capture it alive.Bring it back.Try not to lose the crew.

Enter the game page

Steam page coming later.

02 HOW WE MAKE GAMES

How we make games

There is no magic recipe. Just a loop we repeat until the game is genuinely fun: idea, prototype, playtest, polish.

# idea.md> what if the moment players remember>   is one they made themselves?- keep it if: players talk about it afterwards- drop it if: it only works on paper- test it by: playing it, not describing it

Illustrations of how we work, not excerpts from the game’s files.

03 PRINCIPLE

We don’t build the same thing twice.

— CUP CODE STUDIO, MADINAH

04 LATEST DEVELOPMENT

Latest from the workshop

What happens in the workshop before the game is ready to play.

All devlog posts

05 THE STUDIO

This isn’t the story of a finished studio.

We’re still at the beginning.

Cup Code Studio is one developer building a first game, and figuring out how future games should be made. Design, code, art and sound all pass through the same desk, next to the same cup of coffee.

We’re not trying to hide the early stage. It’s part of the story.

About
Development team
01
One developer, four hats
Announced projects
01
CAGEHAUL
Current stage
PRE-PRODUCTION
In progress
Based in
24.47°N
Madinah, Saudi Arabia

Why Cup Code?

  1. 01

    A Saudi identity, worn lightly

    We carry Madinah with us — in the colours, the cardamom, and the hospitality we offer every player — even when the game is set in another world entirely.

  2. 02

    Built in the open

    The devlog and Sawalif show the decisions, the mistakes and what we cut — not just the polished version.

  3. 03

    Quality before dates

    We don’t announce a release date before we’re sure of it, and we don’t publish shots that don’t represent the game.

  4. 04

    Players in the workshop

    Join the playtester programme to be invited when a test build opens — and every support request gets a reference you can track.

    Become a playtester

One developer, four hats:

  • Code
  • Game design
  • Art
  • Sound

07 CONTACT

Got an idea or a question? Let’s talk.

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