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Artache Creative Studio · our one rule, in practice

Statement of Conduct

How our games treat your time and your money. Six rules, and each one comes with a toy: flip it to see the usual way, then ours.

Press “Unchain time”

Artache · Statement of Conduct

  1. No timed mechanics, ever
  2. Dates you can unchain
  3. No money on chance
  4. Everything reachable by play
  5. Rewards from play
  6. Released stays released

Nero is still writing it. The wording may change.

draftNot final yet. This page shows where the rules stand today; when the text is final it will say so here.
01

No timed mechanics, ever

No dailies, streaks, energy, expiry, countdowns or login rewards. A game shouldn't be waiting for you with a stopwatch. You play when you want, and stop without losing anything.

  • ⚡ Energy 2/5+1 in 04:59
  • 🔥 Day 12 streakdon't break it!
  • 🎁 Daily rewardclaim within 23:59:41
  • ⏳ Shop resetsin 06:12:03

Play now, or next month.
Nothing here is counting.

02

Dates you can unchain

An event may show a date, because an occasion feels nicer with one. Next to it there is always an “Unchain time” button that removes the date. And if you leave the date on? Wait for it, or skip ahead, and see what happens.

Limited event

Lantern Night

Ends in 00:00:15

Event has ended.…if we were evil!
03

No money on chance

Nothing you pay for is left to luck, and the odds are always shown. If a pack has random cards in it, it comes from play, and the odds are printed on the pack, not hidden behind a link.

€4.99From play · no price

Odds: see termsCommon 70% · Rare 25% · Shiny 5%

04

Everything reachable by play

Nothing locks your starting choices. In a card game, every card is there for deckbuilding from the first match. You collect by playing, and you never need a card you can't get.

Build a deck0 / 6

8 cards locked. Unlock with 2,400 gems, or the season pass.All twelve cards, from the first match. Tap to add or remove.

05

Rewards from play

No presentation tricks. No fireworks for five coins, no fake “almost!” moments, no glow that makes a small reward feel bigger than it is. A reward looks like what it is.

06

Released stays released

Updates and new content are welcome. What came out stays available for good: no vaults, no “gone forever”, no shelf that empties when a season ends. Drag the years and watch the shelf.

    Games that never die notes from the studio's research

    The six rules are about how a game treats you while you play. These are about whether it can still be played in twenty years.

    An offline core

    The heart of every game runs on your device, with no connection needed.

    Nothing that expires

    No licensed music, mandatory accounts or third-party live backends that can be switched off.

    No premium currencies

    Prices in money, when there are prices. No gems standing between you and the number.

    An end-of-life plan

    Decided before launch: what happens to the game if the studio ever stops working on it.

    This is a draft

    Nero is still writing the final text, so the wording will change. The direction won't: these rules come from our one rule, games that respect your time, and from the studio's mission to walk the gachafication of games backwards.

    Want to see the rules at work? Every toy in the Idea Lab follows them.