About.

Who we are, what we believe in, and why we make games.

Meet the founders.

Three friends who met at university and have been making games together ever since. Around this core, a trusted circle of artists and collaborators joins us from project to project.

Our story so far.

Two decades of games, from hidden-object beginnings to hand-drawn point-and-click adventures. Here is how we got here.

  1. 2026

    The return

    Upcoming

    Almost six years passed without a new release. The reasons are hard ones, as full-scale war reached Ukraine. But we never stopped working. This year we come back with the sequel so many have been waiting for, determined not to let our fans down and to give Angelo and Deemon the ending they deserve.

  2. 2021

    The Wild Case

    A first-person point-and-click detective story, built in Unity. A paranormal investigator answers a letter from a remote forest village where something it cannot quite explain has begun to stir.

  3. 2019

    Two launches, two genres

    A double year. In spring, Stormhill Mystery: Family Shadows closed our casual-adventure chapter. That autumn, after six years in the making, our character-driven comedy quest Angelo and Deemon finally launched.

  4. 2016

    A new engine, a new era

    Our first mobile-first puzzle arcade, Tap the Blocks, was also our first project built in Unity. It took third place in a Unity x Microsoft contest for the best indie games made in Unity, and earned a global feature on the Apple App Store at launch.

  5. 2015

    Becoming a self-publisher

    A new era begins with The Last Dream, the first game we published ourselves. A cinematic story where reality and dream intertwine, told through live-action cutscenes performed by the developers themselves. Unforgettable to make.

  6. 2014

    Learning Unity

    Our in-house engine was growing old and heavy to maintain, and we knew it was time to move on. We began learning Unity, laying the groundwork for the modern engine that would carry our next games.

  7. 2013

    Going mobile and Mac

    We ported our catalog to mobile and brought our games to Mac, extending the life of our existing titles and reaching players on new platforms.

  8. 2012

    A series closes, a new world opens

    We finished the Haunted Hotel series on a high note with Charles Dexter Ward, and stepped into science fiction with the adventure Inbetween Land.

  9. 2011

    Sonya

    Arguably our most beautiful game: a fantasy adventure with hand-painted worlds that still holds a special place in our hearts.

  10. 2010

    A prolific year

    The third chapter, Haunted Hotel: Lonely Dream, arrived alongside Island: The Lost Medallion, a bright and adventurous project on Big Fish Games.

  11. 2009

    The sequel

    Haunted Hotel II: Believe the Lies, the second chapter of the series, again published by Big Fish Games.

  12. 2008

    Our first hit

    Haunted Hotel launched on Big Fish Games and became a success. A strong start that set the stage for a beloved hidden-object franchise.

  13. 2006

    Where it all began

    Three university friends form Specialbit and begin work on our very first game, Haunted Hotel: the seed of a series that would define our early years.

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