Indie Game Studio · Est. 2024
Picanha Bytes

Picanha
Bytes — Indie Game Studio

Small games. Sharp mechanics. Well-seasoned worlds.

An independent game label building systems-driven games with retro flavor, tactile mechanics, and strange little worlds.

Skyline Kites — fighter kite climbing over a Brazilian skyline at dusk, line taut against a pink sky
Featured Still
Skyline Kites
Games in Development

Games

Playable Prototype

Skyline Kites

2D kite-fighting arcade sim

Read the wind, manage line tension, and set up the perfect cut in a tactical kite duel above the skyline.

Wind PhysicsLine TensionTactical DuelsArcade SimBrowser Game

A kite fight is a fencing duel that takes place in the sky.

Skyline Kites is a first-person 2D kite-fighting game where players outmaneuver rival kites by reading the wind, managing line tension, and setting up the perfect cut. Players climb, dive, release, pull, and angle their kite to cross lines, scrape string, and slice through the opponent’s setup. The game mixes arcade immediacy with physical kite behavior: tension, slack, coated line sections, altitude, distance, tail drag, wind strength, and risky dives all matter.

Play Skyline Kites (Early Access)View Game Page →Read Devlog →
Prototype / In Development

Interrex

Vertical gun-kata shooter

A vertical gun-kata shooter where movement, firing angles, and split-second positioning decide who survives the road north.

Vertical ShooterGun KataRetro ArcadeDirectional ShootingGodot

Every step forward is a geometric gunfight.

Interrex is a retro-inspired vertical scrolling shooter built around aggressive directional firing and close-range gunfights. Inspired by classics like Gun.Smoke, the game reimagines the formula with a more deliberate gun-kata feel: players weave through enemy fire, pick firing angles, line up shots, manage enemy approaches, and push through hostile territory. Rather than relying on bullet spam, Interrex focuses on spacing, timing, and directional line of fire. Enemies reposition, retreat, flank, and shoot from different angles, forcing the player to keep moving while keeping up offensive pressure. The result is a compact action game about rhythm, threat reading, and surviving by inches.

View Game Page →Read Devlog →
Prototype / Systems Development

Sinking Steel

Manual TDC submarine sim

Measure range, speed, bearing, and angle on bow to earn the perfect torpedo shot while managing depth, speed, stealth, and exposure.

Submarine SimManual TDCStealthNaval CombatPeriscopeTorpedo Solution

The hit is the last sentence. The story is the calculation.

Sinking Steel is a compact submarine simulation built around the slow pressure of manual torpedo targeting. Players command a diesel-electric submarine, stalk surface contacts, raise the periscope, identify silhouettes, estimate range and speed, judge angle on bow, and feed the torpedo data computer with the best solution they can build. The game focuses on the tension before the shot: staying hidden, managing depth, controlling speed, avoiding detection, and deciding when the firing window is good enough. A perfect hit should feel earned through observation, patience, and calculation — not automatic lock-on.

Playtest Sinking Steel (Alpha)

Browser playtest. Best on desktop/laptop; mobile support is experimental.

View Game Page →Read Devlog →
In Development

Grim Pilgrim

Dark medieval action-adventure / roguelite pilgrimage

Grim Pilgrim is a dark medieval action-adventure set in the Radiant Vale universe, following an aging cleric across plague roads, ruined villages, and forgotten sanctuaries on a sacred journey.

MedievalTiming CombatPilgrimageRelicsRogueliteGodot

Faith is heavy. Steel is heavier.

Grim Pilgrim is a dark medieval action-adventure set in the Radiant Vale universe, following an aging cleric across plague roads, ruined villages, and forgotten sanctuaries on a sacred journey. Between sanctuaries, roads are dangerous, resources are scarce, and every encounter can become a deadly duel. Combat is built around readable timing rather than button mashing. Players watch enemy windups, choose the correct side to parry, strike when openings appear, and survive through discipline rather than raw power. Outside combat, the journey expands into relics, blessings, village life, fragile economies, and the spiritual burden of pilgrimage. The game blends old-school isometric atmosphere with a focused combat system, where each clash should feel tense, deliberate, and consequential.

View Game Page →Read Devlog →
Prototype / Systems Development

AgroSim

Farming and regional simulation

A regional farming sim about climate, crops, seasons, weather, terrain, and the long gamble of working the land.

Farming SimClimate SystemsCrop ManagementRegional StrategySimFarm Inspired

Every farm in the world begins with a forecast. The rest is management.

AgroSim is a farming management game inspired by the classic spirit of SimFarm, rebuilt with modern systems and regional depth. Players choose a world region, understand its climate, soil, rainfall, sunlight, seasons, and risks, then build a farm that can survive changing weather and economic pressure. The game focuses on the strategic side of agriculture: what to plant, when to expand, how to react to droughts or freezes, and how local climate shapes the farm’s identity. Regions are not just backgrounds; they define growing conditions, weather patterns, seasonal timing, and the entire rhythm of play. AgroSim is designed as a grounded, systems-driven farming sim where each map feels like a different agricultural puzzle.

View Game Page →
In Development

Solus Alchimista

Dark alchemy management game

A dark alchemy game about ingredients, toxicity, ritual, trade, moral compromise, and the strange science of transformation.

AlchemyCrafting SystemsDark MedievalManagementIngredient Simulation

Cure the body. Stain the soul.

Solus Alchimista is a gritty medieval alchemy game about running a lonely workshop in a bleak world of illness, superstition, poverty, and forbidden knowledge. Players gather ingredients, process materials, discover effects, fulfill requests, and decide how far they are willing to go in pursuit of power, profit, and understanding. Potion-making is built around physical and metaphysical properties. Ingredients have effects, toxicity, clarity, viscosity, elemental associations, planetary symbolism, and different behaviors depending on how they are cut, crushed, filtered, mixed, or refined. A simple herb may soothe a fever; a heretical ingredient may produce miracles at a terrible cost. The game combines potion crafting, resource management, moral choices, and atmospheric worldbuilding into a compact but deep alchemical sim.

View Game Page →
Studio Philosophy

Four Pillars

01

Mechanical First

Every project starts with a strong interaction you can feel.

02

Readable Systems

Cause, effect, risk, and reward should be visible to the player.

03

Retro Flavor, Modern Feel

Inspired by older games, built with modern usability.

04

Small Worlds, Deep Toys

Compact scopes with layered systems and memorable moments.

About

The Studio

Picanha Bytes makes systems-driven games with tactile mechanics, retro flavor, and strange little worlds. The common thread is physicality: wind and line tension, timing and steel, movement and firing angles, weather and seasons, ingredients and transformation. Across genres, we build games around things you can feel — tension, timing, weather, friction, risk, and reaction.

Press Kit

Coming Soon

Assets, screenshots, logos, and project fact sheets will be added as prototypes become public. For press, publishing, collaboration, or playtesting inquiries, contact contact@picanhabytes.com.

Contact
contact@picanhabytes.com
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