The studio
Termina makes deep strategy and life simulations.
The name is two words at once. A term is time you are given and expected to use. A terminus is where it stops. Every game we make sits in the gap between those two — you are given a clock you cannot read, and what you did with it is the score.
Three principles
Every choice costs something
We don't ship good options and bad options. A choice that doesn't lose you anything isn't a choice, it's a reward with extra clicks. If a decision looks obviously correct, it means we haven't finished designing it.
The past comes back
Nothing you do resolves in the same hour. Our systems keep records — of the favour you took, the promise you kept, the person you cut loose — and those records are the raw material for events twenty hours later. You don't roll the snowball. It arrives.
Numbers hide, prose speaks
The variables that matter most are the ones we refuse to put a bar on. A body reports itself in sentences — the stairs feel longer this year — not in a percentage. You play on your read of the situation, not on a readout.
How we work
Small. Text and UI first, art after the systems are proven playable. Content lives in data files rather than code, so writing more of the game doesn't require writing more of the engine.
We ship on Steam, Windows first. No launcher, no account, no online requirement.
Contact
Press and business enquiries go through the Press page, along with the press kit, screenshots and fact sheet.