
REDGHOST LABS
An independent game studio. Small, strange games — systems you can feel and worlds that bite back.

Something is in development.
Our first title is taking shape. This page is where it arrives first.

Built fast. Built weird.
Modern AI tooling and a lot of taste — more ideas tried, sharper, than a tiny team could reach alone.
// About
Redghost Labs is a small, independent game studio. We make games with systems you can feel — the kind that reward curiosity, punish habit, and leave a little static in the air after you quit. We build fast with modern AI tooling and a lot of taste, trying more ideas — sharper — than a tiny team could reach alone. No infinite-content treadmills; just tight, strange, replayable games with a point of view. We're heads-down on our first title. This page is the front door — the games arrive here first.
// Watch: Anomaly Department
Anomaly Department v0.3.0 — our 2D isometric ghost-hunting roguelite. Tune your beam, match the aura, seal the anomaly.
// Inside Anomaly Department
Tune the beam
Every ghost glows a different colour. Match your beam's resonance to its aura, then hold to seal it — wrong channel, no catch.
Tune the beam
Keys 1 · 2 · 3. Read the aura, commit, don't flinch.
Roguelite runs
Shifting layouts, rationed power, and case-file briefings. Descend, die, learn the department, descend again.
Roguelite runs
Now in open playtest — v0.3.0-beta, signed builds for macOS, Windows & Linux.
Drop-in co-op
Bring a partner over LAN — same seeded dungeon, one shared seal. Host with M, join with J.
Drop-in co-op
Two hunters, one anomaly. It goes about as well as you'd expect.
// What we build
Systems-first
Mechanics before content. We tune the rules until they surprise us — then we hand them to you.
AI-accelerated
We build with modern AI tooling end to end — more ideas tried, faster, at higher fidelity than a small team could reach alone.
Strange & replayable
Games with a pulse and a point of view. Made to be run again, not finished once.
// How we work
We ship small and weird on purpose. A tiny team means every decision has a name attached to it — no design-by-committee, no filler. We build in the open when we can, listen to the people who play, and would rather make one game you remember than ten you forget.
// FAQ
What kind of games does Redghost Labs make?
Small, systems-driven games with a strange streak — like Anomaly Department, our ghost-hunting roguelite. Built with heavy use of modern AI tooling, guided by a lot of taste.
When is your first game out?
Our first title, Anomaly Department, is in open beta playtest right now (v0.3.0) with signed builds for macOS, Windows and Linux. Watch the trailer above, then drop your email below for release news.
What platforms will you release on?
PC first (Steam and itch.io). We'll look at consoles once a title has proven itself.
Are you hiring or open to collaborators?
We're a tiny studio, but we're always happy to hear from artists, sound designers, and fellow devs. Reach out through the form below.