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.
Steam page coming later.
Independent Saudi game studio · Madinah
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.
01 FEATURED PROJECTS
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.
Steam page coming later.
02 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
// prototype: grey boxes, real feelspawn("player", at: start)spawn("crate", at: room.center)on use(thing): react(thing) // does it feel right? tune(feel) until fun()// art comes later. fun comes first.
# what we watch in every playtest[ ] where do players react out loud?[ ] where do they get lost?[ ] what do they try that we never planned?[ ] would they play it again tomorrow?→ keep · fix · cut
@@ polish @@- a mechanic that only works on paper- a feature nobody asked for+ one more pass on what made people react+ clearer hints where players got lost+ a devlog entry explaining why// ship it when it is ready, not when it is due.
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
What happens in the workshop before the game is ready to play.
05 THE 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.
AboutWe 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.
The devlog and Sawalif show the decisions, the mistakes and what we cut — not just the polished version.
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.
Join the playtester programme to be invited when a test build opens — and every support request gets a reference you can track.
Become a playtesterOne developer, four hats:
06 JOIN THE WORKSHOP
Whether you want to play early, cover the game, or you are looking for a role: these are your doors.