Independent Game Studio

Press start. No filler. Just play.

Remember when starting a game meant dropping a quarter or clicking a link—not waiting on a hundred-gigabyte patch and clicking past six store pop-ups? I build fast, atmospheric strategy, arcade, and exploration games that put you in the action in seconds and keep you saying “one more round.”

NOW SHOWING // KING'S CLAIM WALL THE LAND
“The best games take thirty seconds to learn and a hundred nights to master.”

Built for the Joy of Play

Why small, focused games hit harder than bloated blockbusters.

Modern games love to waste your evening. Before you play a single match, you sit through a massive download, three splash screens, a season-pass pitch, and a twenty-minute tutorial that explains how to walk forward. By the time the real game starts, your free hour is gone.

Great games do not need padding. Think about the classics you still remember years later. You learned the controls in a minute. Every button did something crisp and unmistakable. The tension came from outsmarting a rival, threading an impossible gap, or wondering what waited around the next dark corner.

That is the kind of studio I run. Every game at Jeff Lunt Games is built to respect your time and reward your curiosity. Whether you have five minutes for a quick high-score run in Asteroids or a whole evening to map the deep corridors of InfiniMaze with friends, you are playing within seconds of opening the tab.

No launchers. No pay-to-win timers. No filler quests. Just sharp rules, rich atmosphere, and worlds worth coming back to.

After welcoming thousands of night owls into my first commercial release, Stranger Sips, from mid-2024 through New Year’s Day 2026, I am now building two new multiplayer worlds: King’s Claim and InfiniMaze.

Three Promises to Every Player

What you can expect whenever you boot up a Jeff Lunt Games title.

01 / INSTANT ACTION

Click a Link, You’re In

The browser is the best arcade cabinet ever built. Every game here launches right in your window without a forty-gigabyte installer or a mandatory launcher account.

02 / CLEAR RULES, DEEP PLAY

Easy to Learn, Hard to Master

You should never need a wiki just to survive your first five minutes. Simple building blocks—a torch, a piece of chalk, a stone wall, a thruster—create endless tactical surprises.

03 / ALL SKILL, ZERO GRIND

Every Victory Is Earned

No energy bars that beg for your credit card and no daily chores disguised as fun. When you capture the map or top the leaderboard, you did it with your own wits.

King’s Claim

In Active Development Real-Time Strategy
GENRE: Fast-Paced Castle & Territory RTS PLAYERS: 1v1 Multiplayer & Solo vs. AI Commanders STYLE: Crisp 8×8 Retro Pixel Art

Outbuild your rival brick by brick. Wall off the frontier, close the loop, and claim the kingdom.

Most strategy games bury the fun under sprawling tech trees and fifty unit menus. King’s Claim strips real-time strategy down to its most exciting fight: a fast, high-stakes land grab between two rival crowns.

You begin with a central castle, four tireless workers, and nearby quarries of raw stone. Click the map to lay down wall blueprints. Your workers hustle to the quarry, hoist heavy stone blocks onto their shoulders, and march to the frontier to raise your walls three bricks high.

The moment your finished walls form a closed loop, all the land inside becomes yours. Build a bold perimeter to annex a huge swath of the map at once—or play dirty, sneak a worker into your rival’s half-built wall, and place a single block that ruins their enclosure before they can seal it.

  • Fight over the quarries: Stone is everything. Claiming a quarry close to the center of the board cuts your haul time in half and starves your opponent’s builders.
  • Risk vs. greed on every wall: Small enclosures score fast, safe points. Wide, ambitious walls can win the match in one stroke—if you can finish them before time runs out.
  • Distinct AI rivals: Practice against aggressive CPU commanders that try to choke off your gates, or expansionist builders that race to wall up the corners.
Your Castle Rival Castle Worker + Stone Stone Quarry Finished Wall Fortress Gate Build Order
PLAYER FIELD GUIDE // KING'S CLAIM HOW TO WIN
  1. STEP 01

    Work the Stone Quarries

    Your four workers automatically pull jobs from your build queue, trek to the nearest quarry, and haul cut stone back to the construction site.

  2. STEP 02

    Fortify to Full Strength

    A wall is not secure until a worker delivers three loads of stone. Half-built foundations do not count toward an enclosure yet—protect your supply lines.

  3. STEP 03

    Seal the Perimeter

    Close the ring (up to 100 interior tiles per enclosure) to plant your banner across every tile inside. Add gates so your workers can march out for the next expansion.

ROYAL SCORING TABLE CROWN POINTS
+50 PTS Per Claimed Tile
+10 PTS Per Wall Brick
+1 PT Stone in Transit

InfiniMaze

In Active Development Multiplayer Online Labyrinth
GENRE: Co-op & Massively Multiplayer Dungeon Exploration CONTROLS: Gamepad & Keyboard (WASD) WORLD SCALE: Up to 1,000,000 × 1,000,000 Rooms

A pitch-black labyrinth a million rooms wide—and every player on earth is mapping it together.

Imagine stepping into a dungeon so vast that no single adventurer could ever walk it alone. InfiniMaze drops you into a twisting, shadowy labyrinth with a flickering torch, a stick of marking chalk, and one goal: push back the dark and find the exit.

In our flagship mode, The Great Maze, every player enters the exact same million-by-million room world. When you brave a pitch-black corridor, you permanently clear the fog of war on the shared map for everyone who comes after you.

You feel the presence of other wanderers everywhere. Follow the warm glow of community footstep trails to find the main highway, read chalk symbols left at three-way forks by strangers who passed through an hour ago, and ignite ancient stone Beacons to unlock fast-travel sanctuaries for the whole server.

  • Survive the night cycle: As dusk falls across the labyrinth, ambient light fades away. Keep your torch burning (F) and scavenge randomized loot chests tucked down blind alleys.
  • Leave your mark in chalk: Draw arrows, skulls, or breadcrumbs on the floor tiles (Space) to guide fellow explorers away from dead ends—or lure rivals into a trap.
  • Light the Beacons: Discovering and lighting a Beacon saves your checkpoint, boosts your share of the global victory pool, and lets anyone teleport across the mapped world (T).
EXPLORER'S HANDBOOK // THREE WAYS TO PLAY GAME MODES
  1. MODE 01

    Solo Arcade Run

    Start in a bite-sized maze and race the clock to the exit. Every floor you clear drops you into a deeper, wider, more intricate labyrinth.

  2. MODE 02

    Co-op Party Delve

    Gather your crew in a private room, split up at the crossroads, and use chalk marks and beacons to solve the floor together.

  3. MODE 03

    The Great Maze (Shared World)

    Drop into the massive persistent labyrinth at any lit Beacon. Every chunk you uncover and every beacon you ignite builds your contribution score until someone reaches the final exit—triggering a server-wide celebration and a brand-new world.

DUNGEON GEAR & SHORTCUTS GAMEPAD + KEYBOARD
[F] TORCH Pierce the Night
[SPC] CHALK Mark the Floor
[T] BEACON Fast-Travel Hub
GENRE: Classic Zero-Gravity Vector Shooter PRICE: Free in Your Browser FEEL: 60 FPS Inertial Drift & Screen Wrap

One ship. Six shots on screen. Drift sideways through a storm of jagged rock.

There is a reason the 1979 arcade cabinet still gets palms sweating decades later. Asteroids Tribute brings that pure, white-knuckle dogfight straight to your browser tab.

In deep space, brakes do not exist. Punch your booster and your ship coasts across the void on momentum alone until you whip the nose around and fire a retro-thrust. Crack a giant boulder with a cannon shot and it splits into two faster medium rocks; shatter those, and four small splinters ricochet across your flight path.

Button-mashing will not save you. Your cannon only allows six projectiles in flight at a time, so every shot has to count. Use the edges of the screen to wrap behind incoming rocks, and when the whole sector closes in on your hull, slam the hyperspace button and pray you rematerialize in clear space.

WFire Thrusters
A / DRotate Ship
SHyperspace Jump
SPACECannon (Max 6)
ARCADE CABINET // FREE PLAY ONLINE NOW
  1. RULE 01

    Master the Drift

    Feather your booster instead of holding it down. Controlled slides let you pivot 180 degrees and pick off fast splinters chasing your tail.

  2. RULE 02

    Respect the Six-Shot Cap

    Only six bullets can exist on screen at once. Close the distance when you need rapid fire; snipe carefully across the screen wrap when the wave thins out.

  3. RULE 03

    Hyperspace Is Your Last Resort

    Pressing S teleports your ship to a random coordinate, kills your velocity, and grants a brief shield window—perfect when a boulder is an inch from your nose.

TARGET BOUNTY TABLE HIGH SCORE CHASE
+50 PTS Large Boulder
+75 PTS Medium Rock
+100 PTS Small Splinter

Stranger Sips

Studio Archive · First Commercial Release (2024–2026)
GENRE: Late-Night Coffee Shop Conversation Game ORIGINAL RUN: Mid-2024 – January 1, 2026 STATUS: Closed & Fondly Remembered

An all-night neighborhood coffee shop for insomniacs, artists, and night owls—and my first commercial game.

It is 2:00 AM and the pavement outside is slick with rain. The neon sign in the window hums softly. Inside Stranger Sips, lo-fi music drifts over the hiss of the espresso machine, and someone you have never met is sitting alone at a corner table.

From mid-2024 until New Year’s Day 2026, thousands of players stepped inside this late-night cafe to pour a warm drink and strike up a conversation. Every regular had their own job, personality, and real-world schedule—if you wanted to catch the night-shift air traffic controller, the retired bridge builder, or the guarded oil painter, you had to drop by on the nights they were actually in the shop.

No two nights played out the same. Characters remembered the stories you shared weeks earlier, and their mood shifted with every turn of the conversation. If you listened closely, shy regulars slowly opened up; if you were rude, they finished their coffee and walked out into the rain.

  • A living neighborhood cast: Dozens of distinct regulars who kept their own weekly hours and remembered past conversations across visits.
  • Thank you for the late nights: I closed the doors of Stranger Sips on January 1, 2026 to pour all my energy into King’s Claim and InfiniMaze. Thank you to everyone who pulled up a chair.
ARCHIVE SNAPSHOT // TABLE 04 AT 2:14 AM MOOD: HOPEFUL
MARA · NIGHT-SHIFT CARTOGRAPHER “You’re back late again. Most people clear out before midnight when the rain gets this heavy. Did you ever finish that project you were stuck on last Tuesday?”
YOU · REGULAR “Finally shipped it tonight. Figured it deserved a quiet cup of coffee before I head home.”
MARA · NIGHT-SHIFT CARTOGRAPHER “Then sit down! First refill’s on me. Tell me what finally made it click.”