Curitor — a small house for creative software
We make the instruments. And we play them.
Why a separate house
Curitor is the publishing entity — legal home, publisher of record, and the name products ship under. It exists because the work outgrew a portfolio. A Unity asset with buyers, a game with accounts and a live server, and eventually a storefront presence are all things that want a company behind them rather than a person's CV page. Keeping them separate also keeps this site honest about what it is: a record of what I have built, not a shop.
The idea it is organised around is a wunderkammer — a cabinet of curiosities. Not a catalogue with a category for everything, but a set of objects that share a hand rather than a theme. There are two in it so far, and the site says so rather than padding the shelves.
What is in the cabinet
- Party Core KitUnity toolkit · In development
- A modular, network-ready toolkit for physics-based party brawlers — the Gang Beasts and Party Animals school of chaotic multiplayer. Movement, sessions, rounds and bots, composed in the editor rather than written from scratch.curitor.dev/instrument ↗
- Street ValueBrowser game · Live
- An idle game about building an operation in a city that is paying attention. Production chains, crew on weekly contracts, a market other players are trading on, and a simulation that keeps running while the tab is shut.streetvalue.app ↗
How the two relate
They share a house and a way of working, not a line of code — one is a Unity toolkit in C#, the other a TypeScript browser game. What they have in common is the process: every decision written down before it is built, and every claim on the website checked against what the code actually does. It is the same reason both product pages state their own rough edges out loud. Marketing that outruns the code is how you get a reputation you cannot undo.
Street Value is also the answer to a fair question about anyone selling game-development tools: have you shipped anything? Building and running a real game — with real players, a real server and a real economy — is how the toolkit's design decisions get tested against something other than an opinion.
The full picture — what each object is, how it works, and what is not finished about it — lives there.