LiveThe frozen north
Frozen Fortune
Hold your ground on the ice.
5×3 · 20 linesRTP 96.50%10,000× max
Independent slot studioGermany
Five slot games with characters you actually remember. One studio, run out of Germany, obsessed with the details most studios skip.
Five titles. All live on Stake.com & Stake.us.
Enter TerraIndependent. Founder-led. Built in Germany. No committees. Original worlds. Small on purpose.
Fig. 01 — the lineup
LiveThe frozen north
Hold your ground on the ice.
5×3 · 20 linesRTP 96.50%10,000× max
LiveThe sludge works
Something is growing down there.
5×5 · 50 linesRTP 93.91%5,000× max
LiveThe high seas
Clusters, barrels and a very short fuse.
5×5 clustersRTP 96.00%25,000× max
LiveThe dust frontier
Connect tiles. Claim the bounty.
5×5 clustersRTP 96.00%25,000× max
LiveThe storm belt
Feed the storm. Watch it grow.
5×5 · 50 fixed linesRTP 96.00%10,000× max
Fig. 02 — the studio
Terra Gaming is an independent studio run out of Germany. Right now that means one student doing most of the work — game design, art direction, maths conversations, frontend, the whole pipeline.
That is not an apology. It is the reason the games look the way they do. Nothing gets handed off three times before it reaches a player, and nothing survives just because it was already in the schedule. Specialists come in when a title genuinely needs them — but they build to Terra's worlds, not the other way round.
A small studio is not a smaller version of a big one. It is a different instrument.
The honest version
The person deciding how a character behaves is the person who has to draw and build it. Nothing gets watered down on the way to production.
An idea can be prototyped, played, hated and thrown out in a day. Most studios need a month to schedule that meeting.
A mechanic and the character that sells it get designed together. That is why the worlds hold up instead of feeling dressed on afterwards.
Timing, feedback, animation and sound are the product — not polish added at the end if there is time left over.
IndependentFounder-ledBuilt in GermanyPlayed everywhere
Five titles live. One studio. Five worlds. Obsessed with detail. Made by hand.
Fig. 03 — the pipeline
Not a management process. Five stations every title has to survive, roughly in this order, usually more than once.
Find the one thing that makes the game worth remembering. If it can't be said in a sentence, it isn't ready.
Prototype the mechanic and try to ruin it. Most ideas die here, which is the entire point of doing it early.
Cast, symbols, environment, type. Everything on screen has to come from the same place.
Timing, weight, feedback, sound. This is the difference between a game that works and a game people finish a session on.
Responsive build, portrait and landscape, integration-ready and documented for the partners who have to run it.
Repeat until it stops being annoying to play
Fig. 06 — say hello
Terra is open to publishers, aggregators and platform partners who care about what a game actually feels like.