BUILT WITH
A VISION

Heradon Studios is an independent game studio focused on creating flexible, sustainable game experiences that can evolve with players, technology and the industry.

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WHO WE ARE

We are a passionate collective of developers, artists, and dreamers united by one obsession: creating games that stand the test of time. Different worlds. One vision. Each game can explore a new genre, mood, or player experience while the studio stays grounded in a clear creative standard and a long-term point of view.

WHY HERADON?

Turkey has a deep pool of talent, imagination, and technical ability. Yet the global conversation around games from Turkey is still shaped largely by mobile success. We see an opportunity to build more PC and console-oriented experiences from here, with global audiences in mind.


We believe Turkey has the talent and creative potential to build games for a global audience. Heradon was created to pursue that opportunity—not by promising one perfect formula, but by building the capability to learn, adapt, and create sustainable games over time.

OUR APPROACH

FLEXIBILITY WITHOUT LOSING DIRECTION

We do not want to lock the studio into one narrow gameplay format forever. The same underlying development philosophy can support short-session racing and combat, solo play, co-op, multiplayer, zombie action, and other experiences that emerge through testing.

Playtesting and player feedback are part of the work. We use real responses to decide what deserves another iteration, what needs to change, and where the strongest product signal is.

RUSH N CRASH

Our first product is a racing game that can be played online or in single-player mode. Rush N Crash puts humans and zombies on the same track, combining racing, combat, and special abilities into a game that is easy to understand and built to be replayed.

The product is designed as a B2C, pay-to-play game. The format is specific enough to have a clear identity, while leaving room to learn from the people who play it.

THE PLAYER

Rush N Crash is being developed for players across Alpha and Z generations who are drawn to racing, action, and competitive gameplay. The game is designed around accessible mechanics, short-session play, and strong replayability, creating opportunities for both competitive engagement and social play.

HOW WE THINK ABOUT MAKING GAMES

These principles guide how we make decisions, work together, and improve what we build. They are meant to be demonstrated through the way we develop - not simply stated.

01 / MULTIDISCIPLINARY BY DESIGN

To us, making games has always required different disciplines to work together. Game design, art, animation, technology, audio, research, production, and communication should not work in isolation - they should shape the same experience together.

02 / BUILT FOR LONG-TERM PLAY

Replayability is not simply about adding more content. It comes from systems, choices, and interactions worth returning to. We build with long-term player value, production realities, and the team’s ability to sustain the work in mind.

03 / PLAYERS ARE PART OF THE PROCESS

Different players read, learn, and engage with the same game in different ways. Through structured playtests, we observe what feels clear, where players struggle, how they adapt, and what keeps them engaged. What we learn helps us improve accessibility, balance, and the overall experience without losing the game’s identity.

04 / RESEARCH, TEST AND MEASURE

Creative instinct gives us direction, but evidence tells us whether that direction works. We draw from academic and industry research, test ideas with real players, and use measurable results to decide what to refine or rethink.

05 / WE LEARN TOGETHER

No discipline grows alone. We share knowledge, communicate clearly, and treat mistakes as experience that can strengthen the next decision. Learning is not separate from development—it is part of the work.

06 / WORK WITH INTEGRITY

We are honest about what is finished, what is still being tested, and what we cannot promise yet. Trust should come from consistent work, clear communication, and decisions we can stand behind.

07 / MAKING GAMES SHOULD BE FUN, TOO

We believe the process of making games should preserve the curiosity, energy, and joy that made us want to play games in the first place. Development still requires discipline, responsibility, and difficult decisions. Protecting that sense of fun keeps creativity alive and helps that energy reach the player.

THE LONG-TERM VISION

Heradon is not being built around one fixed type of game forever. We are building toward a studio that can adapt, learn, and create across different experiences while keeping a coherent creative and commercial direction. Sustainability, for us, means developing the habits, processes, and products that allow the studio to keep making good work.

DEVELOPMENT IN ACTION

The most useful evidence is the work itself: builds, screenshots, playtests, player feedback, and the milestones we can document. This section is designed to grow with that record—without filling the gaps with invented metrics.

LET’S TALK

We are building Heradon for the long term. If our vision, approach, or games align with what you are looking for, we would like to hear from you.