Games that leave a mark
I would rather make one game people talk about for years than ten they forget. Every design decision has to earn its place.
PRGL Studios · A one-person studio
I design board games that leave a mark — and I make every part of them myself.
PRGL Studios is me: one person, one table and a pile of prototypes. I write the rules, draw every illustration, lay out every card and playtest each game until it holds up. Nothing is outsourced, so what reaches your table is exactly what I imagined.
I am drawn to games with tension: hidden information, bluffing, asymmetric sides and moments that make the whole table hold its breath. Horror fits perfectly — not because of the gore, but because of the feeling of being the prey… or the hunter.
SNUFF is my first published game. SNUFF 2 and DIRKELYON are already on the workbench.
If a game doesn’t make you lean over the table, it isn’t finished yet.
It all starts with something I want to feel at a table: a conflict, a fear, an uncomfortable question. If the idea survives a week in my notebook, it earns a prototype.
100 % mineMechanics, balance and rules. I write and rewrite the rulebook until a new player can learn the game without me in the room.
100 % mineIllustration, box, cards, icons and layout. All handmade and all mine, from the first sketch to the print-ready file.
100 % mineGame after game with real players. I watch where they hesitate, where they laugh and where they argue, and I adjust until every game is worth retelling.
100 % mineI would rather make one game people talk about for years than ten they forget. Every design decision has to earn its place.
Doing everything myself keeps the game coherent: art, rules and theme all pull in the same direction.
Clear rules, quick setup and games that fit in an evening. The tension should come from the game, not from the rulebook.
Questions about a game, press, collaborations, or a shop that wants to stock them? Write to me. I answer personally.
Or write directly tohola@prglstudios.com