No names · no borders · 12 years in
Our studio
makes slots.
Our toolchain
makes yours.
Twelve years on the other side of the screen, six titles in production, and an engine we built because nobody would rent us theirs. Now you can point your own AI assistant at it and build your game on the same chassis. It will not do the thinking for you — that part is still your job.
Showreel — coming soon
6 titles brewing!
01 — The portfolio
Games we
make ourselves
We eat our own cooking. Every tool in the platform exists because one of these titles needed it first, and none of it ships to you until it has shipped for us.
02 — The story
No names.
No office.
No excuses.
We spent twelve years on the other side of the screen — playing, reviewing and streaming everybody else's slots to a very large room. We watched launches land and we watched launches die, and after a while you stop guessing why.
So we built our own studio. No publisher, no headquarters, no faces on a team page. What we do have is a maths model that holds up, a client that runs on a five-year-old phone, and a very short opinion about boring spins.
The toolchain came out of that. It was never a product idea. It was the only way six people were going to ship six games.
- 12Years watching this industry from the player's seat
- 6Titles in production on our own chassis
- 16Languages, written rather than machine-dumped
- 0Names on the door, and that is staying that way
03 — The AI toolchain
The same rig
we build on,
pointed at your game
Connect the AI assistant you already use — Claude, Claude Code, ChatGPT, Cursor, VS Code — to one address, and it can drive our engine, our maths, our art pipeline and our release gates. You still design the game. It just stops taking two years.
Your assistant needs one address
naughtyreelsstudios.com/mcp
Connected in under a minute. No install, no API key, no config file to hand-edit.
-
Step 01
Connect
One address, one browser approval. Everything runs on our machines, so your laptop stays a laptop.
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Step 02
Direct
Board, maths, symbols, sound, copy. You make the calls; the assistant does the typing and the thirty tool calls behind it.
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Step 03
Play it
A real playable link, not a mock-up. Change anything and rebuild — rebuilding is free and unlimited.
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Maths that is a model
Real reel strips, real paytables, simulated rounds. Not a number typed into a config file.
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Art, sound and music
Symbols, backgrounds, effects, a soundtrack and a bitmap typeface cut from your logo. Yours to keep.
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Gates that refuse
Compliance wording, transparent artwork, missing sounds, unwritten strings. They fail the build rather than warn you.
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It belongs to you
Export the build and the maths data, take it to a casino, put your own studio's name on it.
04 — Who this is for
We hand you the tools.
You still have to know
what you are making.
-
Studios without an engine
You have the concepts and the market. You do not have two years and a client team. Ship the concepts instead of the infrastructure.
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Creators with a room
You know what your audience would play, because you watch them play every night. Build that, put your name on it, hand them a link.
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Designers stuck in a queue
You have shipped slots before and you are tired of waiting six weeks to see whether an idea feels right. Now it takes an afternoon.
05 — What it costs
Only the art
costs money
Generating pictures, sound and music is the one thing that burns real compute, so it is the one thing that draws on credits. Everything else is free, and free means unlimited.
Free, however often you like
- Designing and planning the game
- Building, rebuilding and type-checking
- Every release and compliance check
- Development maths for iterating
- Editing any file in the game
- Preview links, and playing them
- Rolling any image or track back to an earlier version
Draws on credits
- Generating a game's art set — about 1,000 credits
- Generating sound effects and music
- Re-rolling a single image or track — 30 credits
- Cutting a bitmap typeface from your logo
You see the price before anything is spent, and a job that fails is never charged.
06 — What is coming
Where this goes next
07 — Operators & partners
A pipeline, not
a single studio
Our own titles are one output of this platform. The studios building on it are the rest. If you are an operator or an aggregator, that means a growing catalogue coming through one integration and one set of release gates.
Same compliance checks, same maths standard, same client, whoever's name is on the loading screen.
Talk distribution08 — Questions
Asked often enough
- Do I need to be able to code?
- No. You need to know slots. The assistant writes; you judge whether what came back is a good game.
- Who owns the finished game?
- You do. Export the build and the maths data whenever you like and take it wherever you want.
- Are you competing with the studios you serve?
- We ship our own titles, yes. Your themes, maths and art are yours and stay yours — we do not build from your work.
- Which assistants work?
- Claude, Claude Code, ChatGPT, Cursor, VS Code, and anything else that speaks to remote tools.
- How long until something is playable?
- A real link inside the hour. Then as many rebuilds as your patience allows, at no cost.
- Is it certified?
- Builds run the same release and compliance gates our own titles do. Jurisdiction certification is arranged per launch — ask us.
Get on
the list
Private beta, places handed out by hand. Sign up, confirm your email, and we tell you when it is your turn. Beta testers get free credits — enough to put real art on a real game.
