Texas Indie Studio

Authentic Craft.
Bare-Metal Nostalgia.

We engineer original, high-performance 2D games natively in C and Assembly for classic hardware and modern FPGA consoles — built from the silicon up.

Sugar Glider's Adventure

An original 2D action platformer with fluid momentum, aerial gliding, and branching campaign routes.

GBC / CHROMATIC PREVIEW (DIRECT CAPTURE)
Sugar Glider's Adventure gameplay direct capture
ModRetro Chromatic Native Game Boy Color TurboGrafx-16 HuCard Sega Genesis 68K

Sugar Glider's Adventure

Inspired by the classic flow of golden-era platformers, Sugar Glider's Adventure combines precision running, jumping, and momentum-based aerial gliding across 20 interconnected rounds. Explore sunlit woodlands, navigate turbulent river gorges, infiltrate rhino fortresses, and uncover hidden subterranean mines.

Target Architecture
8.39 MHz KEY1 Double-Speed (Solid 60 UPS)
Audio Engine
4-Voice Dedicated Hardware APU Chiptune Score
Content Scope
20 Rounds, Boss Battles, Branching Routes
Physical Format
Targeting Physical Cartridges & Digital ROMs
3-Level Demo in Polish Request Publisher / Press Build

Why Bare Metal Matters

We don't use heavy emulated wrappers. We write directly for the hardware registers.

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8.39 MHz KEY1
GBC screenshot

ModRetro Chromatic & GBC

Tuned specifically for the high-density IPS display of the ModRetro Chromatic and legacy Game Boy Color hardware. Utilizing double-speed CPU mode for zero sprite flicker and instant response.

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HuCard 16-Bit
TG16 screenshot

TurboGrafx-16 / PC Engine

Deep HuCard integration using 16-bit color palettes, parallax scrolling backgrounds, and multi-channel PSG audio arrangements that celebrate NEC's legendary console.

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M68000 / YM2612
Genesis screenshot

Sega Genesis / Mega Drive

Native Motorola 68000 assembly and C implementation taking full advantage of the Genesis blast processing, FM synth soundscapes, and rich multi-plane visual depth.

Father-Daughter Indie Spirit

Bitglider Studios is an independent game development studio founded by Christopher Holland (Software Architect & Director) and Marilyn Holland (Audio Designer & QA Lead) based in Texas.

We believe in combining classic game design principles with modern AI-leveraged developer tooling to build complete, uncompromising console experiences that collectors and players can physically hold in their hands.

"Building games that feel right on the real hardware isn't an afterthought — it's the entire mission."

Publishing & Press Inquiries

Are you a physical cartridge publisher, platform partner, or journalist interested in our upcoming playable vertical slice demo? We'd love to hear from you.

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Direct Email

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Studio Location

Texas, United States

Looking for the Publisher Pitch Kit?

Private web playable demos (SameBoy WASM) and direct 60fps video capture packages available upon request.

Contact Us for Demo Access