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Voxelwave Studio
Voxelwave // Investor Relations

Investor Relations

VoxelWave Studio OÜ is building one game: Arventus: The Frontier Village. Everything a prospective investor, publisher or partner needs to evaluate the studio is on this page.

At a glance

6 months

In active development

Demo

Next milestone — targeted ~2 months out

Early Access

Targeted ~6 months out

Bootstrapped

Founder capital to date

Godot 4.7

Engine · PC first, Steam

Targets are working plans held against the build, not commitments. Any change is published here and in News.

The opportunity

Two established categories each answer half of what this audience wants. Arventus answers both, in a presentation that widens who is willing to try it.

The product

An open-world RPG built on base building and an adventurer guild. The player arrives at a frontier village as an unknown and chooses a livelihood — a trade, a guild, a caravan route, or the underworld. Every path is an economic loop rather than a quest chain, and no path terminates the game.

Product

The opportunity

Players who want a world they can live in and a livelihood worth running currently buy two games and mod them toward each other. Both categories are established, both retain players for hundreds of hours, and neither serves that request on its own. The overlap is a demand that already exists and already spends.

Positioning

The difference

Systems of this depth are usually presented harshly, which costs them a large part of their potential audience before the first hour. Arventus runs them under a warm 3D art direction: approachable on sight, uncompromising underneath. Same depth, far wider front door.

Differentiator

Player questionOpen-world RPGManagement & economy simArventus
Is the world mine to wander?YesNoYes
Can I earn a living rather than clear quests?RarelyYesYes
Does what I build keep running without me?RarelyYesYes
Does the world remember and respond to me?PartlyPartlyYes
Does my story continue after my character dies?NoSometimesYes
Can I play this without it feeling bleak?RarelyYesYes

Figure 1 · Positioning by category, not by title. Each column is the typical experience of a category, not a specific product.

Team and structure

Deliberately small and variable-cost while the game is pre-revenue.

1

Founder, full-time — design, engineering, art direction, ops

1

Sound engineer, on contract

2

Art roles open — technical art and environment art

1

Engineering role open — gameplay and simulation

Structure

VoxelWave Studio OÜ operates with a single full-time founder and specialists engaged on scoped contracts. Scope, outcome, rate and duration are agreed in writing before work starts, and paid on delivery. Headcount converts to permanent when revenue supports it, not before.

Model · Contract-first, low fixed cost

Hiring plan

Three roles are the immediate priority: a technical 3D artist covering shaders, characters and rigging; an environment artist covering buildings, modular kits and art design; and a gameplay engineer. These are the roles that convert capital into build velocity. Current listings are on the hiring page.

Next hires · Two art, one engineering

Technology and IP

The most expensive part of a game at this scale is the world. That layer was built first, as reusable technology the company owns outright.

49M

Logical terrain cells in the streamed world prototype (7,000 × 7,000)

63,221

Grass instances in the test field, reduced to 4,412 at wide overview by culling

0.2

Meadow Terrain add-on version — standalone and tested in a clean project

Meadow Terrain — owned technology

An in-house Godot 4.7 add-on that generates grassy slopes, exposed cliffs, carved rivers and matching collision from a shared-corner quad graph. Rendering, collision and surface queries read the same topology, so placement logic and the player see identical ground. It passes its own test suite in a clean Godot project with no dependency on game code.

Status · Working, documented, owned by the OÜ

Why it lowers cost

Hand-authoring a world at this scale is the single largest cost in the genre. Generating it and then hand-finishing the result converts that cost from headcount into compute. The same geometry that renders the world also answers whether a site is flat, drained, above water or already claimed — which is what procedural settlement placement needs.

Leverage · Content scales on one substrate

Simulation substrate

A standalone simulation lab prototypes the NPC decision chain outside the engine as a strict, deterministic priority order. Behaviour is measured in tests rather than discovered in playtests, which keeps a systems-heavy game from becoming unpredictable as it grows.

Status · Prototype, measured across 45+ experiment rounds

Why it is hard to copy

The value is not in any single mechanic. It is in the number of systems that have to agree with each other — economy, routines, standing, succession and generated world all reading consistent state. That integration is what takes years, and it is the part that does not transfer from a feature list.

Defensibility · Integration, not a mechanic

Engineering practice

Performance figures published by the studio name the fixture they were measured on. Development notes state what is unfinished alongside what works. The public record and the internal picture are the same document.

Governance · Public development log

Development status

Six months in. Stated at the level of detail the studio would want if it were writing the cheque.

Complete

Procedural terrain generation — slopes, cliffs, rivers, ponds, collision. Streamed large-world backend. Vegetation with measured draw budgets. NPC decision-chain prototype. Full design and worldbuilding corpus.

In progress

Structure-site screening across the generated world, and the export path that turns a generated region into a production scene for hand-finishing. This is the current milestone and the gate on the demo.

Ahead

Player controller in the generated world, the first economic loop wired to the 3D build, succession, faction and crime systems, combat. No public build yet.

Roadmap

Two months to a playable demo, six to Early Access, from a base of six months of completed work.

Now

World and structure generation

Terrain technology hardened. Structure-site screening across the generated world. Export path from generated region to production scene.

In progress
~2 months

Playable demo

Player in a generated, hand-finished region. One village, the first livelihood loop, NPC routines. Steam page and wishlist campaign open alongside it.

Targeted
~6 months

Early Access

Several livelihoods, the clout economy, the criminal path, and succession. Ships when the systems hold up under players who did not build them.

Targeted
Post-launch

Live development

Public changelog, content cadence driven by player data, and platform and festival reach. Scope of the 1.0 build set from Early Access signal.

Planned

On the timeline

These are working targets set against the current build and the current team, and they move if the build moves. A publisher partnership for marketing and distribution would change both the schedule and the reach, and the studio is open to that conversation. Any revision is published rather than quietly adjusted.

Funding

Bootstrapped to date. The current conversation is about funding the demo, the first hires and Early Access preparation.

RoundTypeAmountPeriodSourceApplied to
To dateBootstrapFounder capitalSix months to presentFounderDesign, prototype, world-generation technology, contract audio
CurrentOpenUnder discussionOpenOpenDemo, first hires, Early Access preparation

Figure 2 · No outside capital has entered the company and no revenue has been booked against Arventus. Terms are shared in the data room.

~40%

Demo and Early Access build

~30%

Contract team — two art roles, one engineering

~15%

Runway, legal, operations

~15%

Steam page, wishlist campaign, creator reach

What capital buys

Build velocity. The design, the technology and the production pipeline are in place; what constrains the schedule is one pair of hands. Capital converts directly into contracted art and engineering throughput against a defined milestone.

Primary use · Throughput

Publisher and partnership

The studio is open to a publisher for marketing, distribution and platform reach, and to a partner for audio, localisation or porting. Engagement is welcome at any point from now through Early Access.

Open · Marketing and distribution

Risk and mitigation

The four factors most likely to move the plan, and what is in place against each.

Scope

The design is broad for a team of this size. Mitigated by an infrastructure-first build order, a single village before any horizontal expansion, and a written NOT-list every feature has to survive.

Mitigation · Narrow slice, reusable systems

Key-person concentration

One full-time operator today. Mitigated by decisions kept in writing, systems built as documented and testable components, and the first use of capital being contracted throughput.

Mitigation · Documented, contract-first

Technical maturity

World generation is at prototype quality, not production quality — no worker-thread generation, no navigation bake, no terrain painting tools. Mitigated by these being tracked work items rather than late discoveries.

Mitigation · Named and scheduled

Market validation

The genre overlap is a thesis, not measured demand. Mitigated by the demo and the wishlist campaign arriving before full production spend, which makes the signal cheap to obtain.

Mitigation · Demo-first validation

Corporate and contact

Registry details are public. Financial material is in the data room and shared on request.

Corporate

VoxelWave Studio OÜ — Estonian private limited company, incorporated through the e-Residency programme in January 2026. Registry code 17417678. The OÜ holds all intellectual property, all contracts and all revenue.

Estonia · Registry 17417678

Founder

Pantakan Kanprawet, Bangkok. Seven shipped products across games, developer tooling and commercial backend systems, each delivered end-to-end. Background on the about page.

Sole director · Full-time

IP position

All game code, the Meadow Terrain technology, art assets and the design corpus are owned by the company. Contractor agreements assign work product on delivery. No third-party engine licence fees; Godot is MIT-licensed.

Owned outright · No licence encumbrance