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 question | Open-world RPG | Management & economy sim | Arventus |
|---|---|---|---|
| Is the world mine to wander? | Yes | No | Yes |
| Can I earn a living rather than clear quests? | Rarely | Yes | Yes |
| Does what I build keep running without me? | Rarely | Yes | Yes |
| Does the world remember and respond to me? | Partly | Partly | Yes |
| Does my story continue after my character dies? | No | Sometimes | Yes |
| Can I play this without it feeling bleak? | Rarely | Yes | Yes |
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.
World and structure generation
Terrain technology hardened. Structure-site screening across the generated world. Export path from generated region to production scene.
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.
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.
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.
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.
| Round | Type | Amount | Period | Source | Applied to |
|---|---|---|---|---|---|
| To date | Bootstrap | Founder capital | Six months to present | Founder | Design, prototype, world-generation technology, contract audio |
| Current | Open | Under discussion | Open | Open | Demo, 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
Data room
Financial model, full design document, technical audit, founder CV and terms. NDA on request.
Development log
The technical record behind the figures on this page, published as the work happens.
The game
Arventus: The Frontier Village — the full product description and current status.