Abstract dark atmospheric background

Two best friends. A year that worked. A studio that won't stop.

Soil and Soul started as two best friends whose life paths finally aligned at the right time. That's where it clicked.

Soil & Soul Games founders illustration
The Origin

The Crossroads.

Before Soil and Soul was a studio, it was two best friends at the same crossroads at the same time.

Swak was in a year of deep engineering work — the kind where you shut off the world and just build. Locked in. Incubating. Sharpening the engineering side of his practice while a lot of other things went quiet on purpose.

Noc was between jobs. A decade-deep digital artist with mobile gaming credits and a relentless drive to reach Art Director — but running into the same wall that every senior creative hits eventually. The one where scaling your career means something other than just being good at what you do.

They moved in together. Split the rent. Figured it out.

Without a corporate schedule to answer to, they started exploring. Shipping. Prototyping. The creative flew. They found the recipe — the specific way they made things — and they didn't stop.

SugarJack — Noc's engineering debut, the studio finding its recipe

The Recipe

What happened next wasn't a plan. It was proximity + time + two people who had always made things together.

Without a corporate schedule to answer to, they started exploring. Shipping. Prototyping. Each game was a learning ground: Blaze taught the fundamentals, Igniti taught game loops, Escape: Area 51 taught the elegance of hard simple design, SugarJack was Noc's leap into code — his art instincts informing his engineering taste in a way no bootcamp could teach. Then Incantix introduced generative AI into the pipeline, and suddenly what two people could build in a week tripled.

The creative flew. They found the recipe — the specific way they made things — and they didn't stop.

"Once we found the recipe, we haven't stopped."
"I wanted chaos on the screen — tons of things handled without the game crashing, and it was simple and fun. Little moments of 'that's sick.'"
THC: Totally Hellish Chaos combat — controlled chaos, the studio's Steam flagship

The Edge

Both of them had noticed the same thing from different angles: the big companies were shipping junk. Soulless pipelines, committee-built titles, nothing that felt like anyone's passion. Entertainment that wasn't even fun anymore unless it was a game — and even then, half of it was chasing metrics instead of joy.

They'd always had fun making games. It was the thing they kept coming back to no matter what else was going on. The crossroads year reignited that. And once they saw what two of them could ship in parallel with AI-accelerated workflows, agentic teams, and generative tools — the trajectory changed.

Within a year, Steam and mobile went from "a dream we've always had" to "the thing we're doing next."

"Big companies were making junk. We made our own fun."
"Our 'I want to get on Steam and be proud of something we made from scratch' game."
The Soil & Soul studio mark rendered in atmospheric light — a gravitational center that draws creators together

The Magnetic Pull

What they didn't expect was what the work did to the people around them. Once the output started flowing, other creators noticed. Artists, engineers, designers who were tired of corporate pipelines and hungry for the same kind of room to make things. The studio stopped being two friends. It became a league.

Soil and Soul now works with a growing circle of collaborators. People who want what Swak and Noc found in that year together — proximity, permission, and a recipe that works.

"Not just two best college friends. Now a league of amazing friends who design and develop and create."
"I have teams — lots of them — they do different shit. I am proud of them. They are me and I am them."
How We Got Here

Our Timeline

2024

The Crossroads

  • Best friends' paths align at the same time
  • Swak incubating on engineering; Noc pushing for Art Director
  • Living together, splitting rent, building in parallel
  • First itch.io releases (Blaze, Igniti) — learning the fundamentals
  • AI workflows enter the pipeline
The Adventures of Blaze screenshotSugarJack screenshot
2025

The Recipe

  • 4 itch.io games shipped
  • Noc's engineering debut through SugarJack
  • Generative AI integrated into art pipeline
  • Steam aspirations become concrete
Igniti screenshotEscape: Area 51 screenshot
2026

The Trajectory

  • THC revived with agentic workflows — approaching Early Access
  • SURVIVE shipped (browser horror, live)
  • SOC Sim v2 + ShipGuard launched
  • Mosslings GDD complete
  • Dead Shift GDD complete
  • Castle Brawl concept research complete
  • Studio expansion — artists, creators, collaborators joining the league
THC: Totally Hellish Chaos screenshot
The Team

Meet Swak and Noc

S

Swak

Shaun Wakashige

Swak was deep in a year of heads-down engineering work when Soil and Soul began — locked in, incubating, sharpening one side of his craft. The crossroads year gave him room to apply it. He brings engineering discipline and design instinct to every project, and a willingness to build things that didn't exist before.

N

Noc

Nocfire

Noc came in with a decade of mobile gaming credits and a relentless drive to reach Art Director. He was running into the wall every senior creative knows — the one where being talented stops being enough. The crossroads year gave him room to scale. His art instincts now inform everything from game visuals to pipeline design.

Our Process

How We Build

Our workflow blends human creativity with AI-powered tools to ship games faster without sacrificing quality.

Step 1

Concept

Every game starts with a spark — a mechanic, a feeling, a "what if." We prototype fast and kill ideas faster.

Step 2

Design

Lock the core loop. Define scope. Art direction, sound palette, UI wireframes — all before writing production code.

Step 3

Build

AI-augmented development. Generative art pipelines, agentic code workflows, and a lot of manual polish where it counts.

Step 4

Ship

Launch on itch.io or Steam. Gather feedback. Patch. Repeat. Every release is a lesson.

Philosophy

AI-Native Game Studio

We don't use AI as a gimmick. We use it as a force multiplier. From concept art exploration to code generation, AI tools are woven into every stage of our pipeline. It's not about replacing creativity — it's about amplifying it.

We're transparent about our process because we believe the future of indie game development is AI-augmented. The studios that embrace these tools wisely will build things that were impossible five years ago.