HASAMISA STUDIOS · DESIGNED WITH PRECISIONPERFECTIONCREATIVITY

Crafting worlds with
absolute precision.relentless vision.obsessive perfection.uncompromised immersion.

From atmospheric mysteries and immersive stories to deep strategic multiplayer, we create with exacting attention to detail. When technical barriers stand in the way, we don't scale back our ambition—we build tech to bridge the gap.

01 — Games

Games we're building

Atmospheric mysteries and ambitious sci-fi worlds, engineered with exacting precision.

Red Handed: Crime Scene logo

GameUnity 6 · Multiplayer

Red Handed: Crime Scene

Six players, one killer. The murder really happens on the server, so the evidence you find is the evidence that exists. Your team only wins by proving who did it across five separate pillars, and the game checks every one of them.

Social deductionServer-verified evidence

In productionRead more →

Prarambh 2777 logo

GameUnreal Engine 5

Prarambh 2777

Sci-Fi Storymode · Action-Adventure · Mystery · Strategy

An odyssey spanning two planets. After Earth was abandoned to radioactive ruins, humanity built a new home on Mars. When ancient scriptures and mystical relics are unearthed deep in the Himalayas, they grant powers that will alter the fate of both worlds.

Dual-World OdysseyHimalayan MysticismVayloom Cloth

In developmentRead more →

02 — Technology & Plugins

Plugins & tech we're building

Pipeline tools and simulation engines we wrote to break through technical barriers.

Engine technologyProprietary · UE5

Vayloom Cloth

A real-time cloth solver we wrote inside Unreal Engine 5. Prarambh needs layered clothing that still reads at speed, and the stock simulation could not do it, so we built one that could and tuned it on the actual game assets.

Layered garmentsReal-time

In-house · not licensed outTechnology →

PhotoBlend Logo

ToolBlender 5.2 LTS Add-on

PhotoBlend

Photoshop-grade layered texture editing inside Blender. Paint, composite, remove backgrounds, convert formats, and animate layers without ever leaving your 3D viewport.

LayersTexture WorkflowBG RemovalAnimate Layers

In developmentWaitlist →

Spotlight — In-House Tech

Why we wrote
our own cloth solver

Prarambh dresses its characters in layers, and layers are where cloth simulation falls apart. Push it and the garment either blows up or freezes into a shell. We spent the time to write our own solver instead of designing around the problem, and it now runs in the game.

Runs on
Unreal Engine 5 — native integration
Built for
Layered garments in continuous motion
Status
In-house · in production use on Prarambh 2777
Licensing
[NOT YET DECIDED — internal only]

Read the technology page

[Vayloom solver capture]
03 — Studio

About the studio

Hasamisa was founded in 2024. Art direction, modelling, technical art, systems design and engine work all happen in the same place, so when something in the pipeline gets in the way we can usually fix it that week rather than work around it for a year. Both of the tools on this page started exactly that way.

Art & 3D

Modelling, look development, shaders and optimisation, targeted at the hardware people here actually own.

Engine & systems

Gameplay systems, networking and simulation, including the parts we had to write ourselves.

Tools

Pipeline tools we needed and couldn't buy. We release them once they're good enough for someone else's work.

Get in touch

If you're a publisher, a festival programmer, or a technical artist with a question about Vayloom, write to us. We answer everything.