Abstract digital art representing the studio's core philosophy

Manifesto

We build games that taste like summer.

Founded in Bologna during a heatwave, Trackeno Studio is a rebellion against corporate crunch. We prioritize aesthetic joy, tactile feedback, and the 'Aperitivo Hour' development cycle—where code flows better with good company.

Explore the Games

The Playground Portfolio

Three experiments in 'joy mechanics.' Not products—puzzles.

View All Games →
Lemonade Tycoon: Noir
Prototype

Lemonade Tycoon: Noir

Solve crimes by managing inventory. Because the best alibi is a refreshing drink.

Vespa vs. Vampire

Vespa vs. Vampire

Endless runner meets gothic horror. Our 'Feature Creep Trap' kill: the 80s synth soundtrack was deemed 'too specific'.

Pasta Protocol

Pasta Protocol

A co-op puzzle where syncing pasta shapes unlocks ancient culinary secrets. No menu allowed—play is the tutorial.

Untitled Vessel Project
In Development

Untitled Vessel

An exercise in restraint. Can you feel satisfaction with only one interactive object?

The 90-Day Vertical Slice Method

A raw, unpolished log of decisions. No timelines, no Gantt charts. Just the work.

Days 1-30

The Napkin Phase

We develop pure mechanics on paper. If it's not fun with a pencil and graph paper, it's dead. No code, no art, no apologies.

// Constraint Log: // NO ENGINE SWITCHING
// We commit to Unity or Godot from Day 1 to avoid scope creep.
Days 31-60

The Ugly Art Phase

Placeholder art is forbidden. We use 'mood boards' as playable assets. The goal is to establish tone, not finish graphics.

Trade-off Frame

  • Scope: Polished visuals are delayed.
  • Mitigation: Using custom mood boards as art assets ensures we never lose the 'soul' we tested in Phase 1.
Days 61-90

The Polish Pass

Juice, sound, and the 'Aperitivo Test'. Does the game feel good with a drink in hand? If not, we tweak the 'hand-feel' before anything else.

A/B Tested User-Validated
Failure Modes

Common Studio Mistakes (And How We Avoid Them)

The 'Feature Creep Trap'

Adding mechanics because they sound cool, not because they serve the core loop.

How We Avoid: The '10-Second Rule'. If a new feature doesn't elevate the core fun in 10 seconds, it's cut. We killed our favorite mechanic in Vespa vs. Vampire for this.

The 'Silent Prototype'

Building a beautiful prototype that feels good to look at but hollow to play.

How We Avoid: 'Ugly Art Phase' mandates that all placeholder assets must be interactive and convey emotion, even if they're just colored blocks.

The 'Brand Dilution'

Making a 'Studio Game' instead of a 'Trackeno Game', trying to appeal to everyone.

How We Avoid: We only build for the 1% who get it. Our niche is our strength. We refuse the color 'corporate blue' for this reason.

The 'Engine Regret'

60 days in, realizing Unity's particle system isn't right for the vision.

Mitigation: The 'No Engine Switching' rule. We commit on Day 1. This forces us to solve problems within our chosen tool, which often leads to more creative solutions.

The Decision Log

A transparent record of key trade-offs from our last project, 'Pasta Protocol'.

2025.10.14

Input Method: Touch vs. Controller

Constraint

Option A (Touch)

Intuitive, immediate. Matches the tactile theme. Risk: accidental inputs on small screens.

Option B (Controller)

Precise, comfortable for long sessions. Risk: alienates mobile-first players.

Why we chose A: Core 'sync' mechanic requires immediate, parallel inputs from two players. A controller introduces a input lag that breaks the feeling of unity. We optimized touch to be incredibly forgiving.

Touch Interface Wireframe

Annotated sketch: The 'sync' button is the focal point. Hand-feel over precision.

The Team (When We Aren't Coding)

Sofia, Lead Artist

Sofia

Lead Artist. Paints with coffee. Refuses 'undo'.

Marco, Founder

Marco

Founder. Ex-architect. Obsessed with vintage synths.

Join the Aperitivo

One high-quality email a month. No spam. Just a playlist, a sketch, and a deep-dive on a mechanic.

By subscribing, you agree to our Privacy Policy. We will never sell your data.

Ready to build something that feels good?

Let's discuss your project or just talk game design.

Get in Touch