Welcome to Slafurry Studios!
"by" Founder of Human Rights Violation | Nov 11, 2026 | website | 0 "Comments"

Welcome to Slafurry Studios
The joke went too far. Now we are going professional.
It has been 8.5 months.
Eight and a half months of making games, joining game jams, learning things the hard way, dealing with unfinished projects, managing responsibilities, and occasionally questioning why we thought this was a good idea in the first place.
And after all that time, we finally managed to finish our website.
Well, technically, we also forgot to update it for almost two months. But let's not talk about that.
Welcome To Slafurry Studios

It Started as a Midnight Joke
Every studio has its own origin story. Some begin with a business plan, some with a group of experienced developers, and some with a clear vision of building the next big thing in the gaming industry.
Ours?
A midnight joke about making 100 game jams before World War 3.
It was never supposed to be this serious. We were just a small group of friends who wanted to make games, experiment with ideas, and see how far we could go. There wasn't some grand strategy behind it. No fancy office, no huge budget, and certainly no guarantee that we would make it this far.
But somehow, one game jam became another. Then another. And another.
Before we knew it, we had started building something that looked suspiciously like an actual game studio.
The joke went too far. Now we are going professional.
8.5 Months, 10+ Game Jams, and a Lot of Lessons

In less than a year, we have participated in more than ten game jams.
For a small team, that's quite a lot of projects, deadlines, experiments, and questionable sleep schedules packed into a relatively short period.
Of course, not everything went smoothly.
Some of our earliest projects were unfinished. Some ideas never made it past their prototypes. Others had to be abandoned, reworked, or left behind because we simply didn't have enough time or experience to bring them to completion.
But that's part of learning.
As time went on, we started understanding more about the process of making games. We learned how to manage our scope, work with deadlines, collaborate with each other, and most importantly, actually finish things.
Our projects gradually evolved from rough experiments and half-finished concepts into short games with a complete beginning, middle, and end.
They might not be massive productions, but they represent something important to us: progress.
We're not going to pretend that participating in 10+ game jams makes us industry veterans. It doesn't. But it does mean we've spent a considerable amount of time creating, failing, experimenting, and trying again.
And we're proud of that.
Still, we don't consider it our greatest achievement. Not yet.
A Small Team, Far From the Spotlight

Slafurry Studios is built by a small group of friends.
Somehow, along the way, our little group also ended up taking on professional responsibilities, including mentorship and helping others learn about game development.
It's a funny situation when you think about it. We're still figuring things out ourselves, yet we're also expected to help guide other people through the same process.
But that's something we genuinely appreciate.
We also know that our circumstances are not exactly ideal.
We're far from the major game development communities in Indonesia. We don't have the facilities, resources, or convenient access to the opportunities that some other teams might have. We're not surrounded by a massive local game development ecosystem, and we certainly don't have everything figured out.
A lot of things have to be learned independently. Some opportunities require extra effort to reach. And sometimes, simply keeping a project moving forward is already an achievement.
But we don't want that to become an excuse.
Being far from the spotlight doesn't mean we can't create something worth looking at.
We're still here, still making games, and still trying to improve with whatever resources we have.
Perhaps that's what makes this journey interesting.
We're not necessarily the team you'd expect to see making a name for themselves. We're just a bunch of people who decided to take a joke seriously.
Making Games While Trying to Have a Life

Here's another thing nobody really tells you about running a small indie studio: the games are only one part of the job.
There's project management, communication, planning, documentation, website maintenance, social media, community engagement, and a seemingly endless list of things that need attention.
And then there's real life.
Our founder still has university responsibilities, work, and the studio to manage. Finding enough time to balance everything is an ongoing challenge.
Sometimes, development has to wait. Sometimes, website updates get delayed. Sometimes, we have to rearrange our priorities just to keep everything running.
And, well, there's also the occasional need to work on furry artwork alongside our co-founder to help generate funds for the studio.
Yes, that's a sentence we never expected to write when this whole thing started.
Running an indie studio isn't always glamorous. Especially when you're starting small, working with limited resources, and trying to build something while handling other responsibilities.
But we're learning to work with what we have.
We're figuring out how to make better decisions, manage our time, and build a workflow that doesn't depend entirely on everyone sacrificing their personal lives.
We still have a lot to learn, but at least we're learning by doing.
So, What's Next?

Finishing this website is a milestone, but it's certainly not the finish line.
There are still plenty of things waiting for us.
First, we need to complete our Steam page verification process and prepare our presence on the platform. We also have plenty of website content to write, social media accounts to manage, and a community to build.
And then, of course, there's the most important thing.
THE GAME.
Game jams have given us a place to experiment, practice, and discover what we're capable of. But we don't want to stay in that cycle forever.
We want to take what we've learned and apply it to something bigger. Something that receives the time, attention, and dedication it deserves.
We want to create games that people can remember, enjoy, and hopefully look forward to playing.
There are still many things we need to figure out before getting there. Production pipelines, development schedules, marketing, funding, and all the other responsibilities that come with taking a project seriously.
We're not going to pretend that we already know how to do everything.
But we're willing to learn.
This Is Only the Beginning

The game industry is constantly changing. The journey is messy, competition is everywhere, and building an independent studio is far from easy.
There are days when everything feels uncertain. There are projects that don't work out, plans that have to change, and opportunities that simply aren't available to us.
But if we genuinely love making games, why not keep going?
We started with a joke about making 100 game jams before World War 3. We ended up with more than ten projects, a small team, a growing list of responsibilities, and a website that took us two months longer to update than it probably should have.
Not exactly the most conventional way to start a studio.
But it's ours.
We're still a small team. We're still learning. We're still making mistakes. And we're still far from where we want to be.
However, we believe there's something worth building here.
To everyone who has supported us, collaborated with us, participated in our projects, played our games, or simply stopped by to see what we're doing: thank you.
And to everyone discovering us for the first time, welcome.
This is Slafurry Studios.
The joke went too far. Now we are going professional.
And we still not get into the punchline.
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