Chief Escalation Officer
Vehement Code Duck
In charge of source code, concept, and anything that grows too big too fast. Doesn't do small. If you see this site escalating — guilty as charged.
We make games. Then things escalate quackly.
Escalated Quackly is a German pixel-art game studio in the making — a duck collective of two adults and two small chaos engineers. Our quaccurately assembled team is working on two games at once. What could go wrong? Everything. Preferably everything.
Four ducks, one plan, two of them very small
We're a family studio out of Berlin. Yes, really. No, this is not a marketing story.
Vehement Code Duck
In charge of source code, concept, and anything that grows too big too fast. Doesn't do small. If you see this site escalating — guilty as charged.
Voice of reason, holds the clipboard
Makes sure the escalation stays readable. Cuts excess wordplay. Keeps perspective when no one else does. Click to de-escalate — works in real life too.
Paddle Ambassador
Specialty: boats, tentacles, anything that happens in water. Eyepatch optional, paddle mandatory.
Arkane Ambassador
Specialty: witch hats, cauldrons, falling blocks. Convinced the cat is to blame. Usually right.
Two games cooking, distinctly different
Both projects are in active development. One is heading toward a demo, the other is stirring cauldrons.
Take to the seas, counter the Kraken.
A fast pirate arcade roguelite. Pilot a tiny rowboat, dodge fish swarms, grab absurd cargo, paddle back. Every five rounds the Kraken shows up. What happens next is your problem.
Demo in development
Quackery in the witch's workshop.
A falling-stack puzzle with a roguelite twist, set in a witch's workshop full of cauldron mishaps. The wizard helps. The cat sabotages. Both announce it. It still doesn't help.
In the Quack Lab
Where we are, where we're quacking next
A roadmap in the classical sense would be an understatement. Here's the planned escalation:
Stay escalated.
Devlog, demo drops, Steam news. Rare but worth it.