Original fantasy · PC game studio

Strange worlds.
Stories you
can explore.

We create worlds that invite you to take part. Discover, keep a record, make a choice — and find your own story along the way.

Hamboogies logo with three mascots and the HAMBOOGIES wordmark

Hamboogies Co., Ltd.

The world we create
Old Tale Story
Our focus
PC games

Flagship project

In development

올드테일: 킨들링

A PC roguelite project bringing dice deckbuilding and extraction together. We are designing a strategic journey through an unfamiliar world, its creatures and the resources you bring home.

Discover the project

What to discover.
What to bring home.
When to return.

  • Dice deckbuilding
  • Turn-based strategy
  • Extraction

The studio

Worlds, systems
and choices, together.

Our games begin with Old Tale Story, an original fantasy world. We imagine unfamiliar creatures and ecosystems, then create ways for players to understand them through play.

  1. Original worlds

    Imaginary biology and interconnected ecosystems shape fantasy that feels unfamiliar yet believable.

  2. Genres in conversation

    The growth of deckbuilding, the tension of extraction and the decisions of turn-based strategy come together in one play experience.

  3. Stories through systems

    Exploration, records, resource management and progression become ways to understand the world and act within it.

  4. Room for more stories

    We build the depth and structure of a world that can keep growing beyond a single game.

The team

Six people.
One shared world.

Our core team brings game design, programming, art and sound together to develop the world and its systems.

Game design
Connecting exploration, combat and progression to the world.
Programming
Building core systems for PC games with Unity.
Art
Giving form to unfamiliar creatures and storybook fantasy.
Sound
Shaping the feel of exploration and combat.

Along the way

Experience for the next story.

Project archive

하이어드 히어로

An earlier design and development project exploring survival roguelites and character-based action. That experience continues to inform the games we make today.

Visit the public archive
2024

Passed the first written-review stage of a Korea Creative Content Agency game planning competition.