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Players, not spenders
We do not ship mechanics designed to make spending feel compulsory: no loot boxes, no paid random items, no engineered frustration with a payment as the way out. It costs us the revenue models most of the industry runs on.
About us
Foolhardy Horizons was registered in Copenhagen on 15 January 2025 as a limited-liability association — a cooperative. Every developer here holds a vote on the creative, business and financial decisions that shape what we ship.
Most of us arrived here from studios where the decisions that mattered were made several floors away from the people affected by them. When this company was set up we picked a legal form that makes that harder: a forening med begrænset ansvar, in which the members hold the votes. A director is appointed, as Danish company law requires, and the director remains answerable to the membership.
It is a slower way to run a games company. It is also the reason we can write down what we will not publish and still be here next year.
Two things, in the same building. We publish games for independent studios — store release, ratings applications, QA, localisation, press and the long post-launch tail. And we develop our own titles, which keeps us honest about how hard the advice we give actually is to follow.
Our first title, Cathedral of Sorrow, is a first-person psychological horror game built around an adaptive fear director. It is in development, it has a Steam page, and it does not have a release date yet. Two further titles are in production and have not been announced.
Terms in writing before anything starts. The studio keeps its IP by default. No guaranteed outcomes, because sales, featuring and platform approval are not ours to guarantee. If we say no, you get the reason.
The full picture is on the publishing services page, and the contractual version is in the terms.
No external studio has released a game through us. The publishing programme is open and this is its first window. We would rather write that sentence than assemble a partner wall out of logos we have no right to use — and if you are reading this page to decide whether to trust us with your game, that sentence is probably the most useful one on it.
Company details
Do not take our word for any of it. The Danish Central Business Register and the EU VAT validation service are both public and free.
Principles
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We do not ship mechanics designed to make spending feel compulsory: no loot boxes, no paid random items, no engineered frustration with a payment as the way out. It costs us the revenue models most of the industry runs on.
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Creative calls sit with the people making the game. It is slower than a single decision-maker and occasionally louder, and we have not found a version of it we would trade back.
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We target machines people already own instead of the newest card. That caps how our screenshots look next to a AAA trailer, and it means more people can actually run what we ship.
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No release dates we have not committed to, no partners we do not have, no sales figures we cannot show. It makes for a shorter website. It also makes every sentence on it checkable.
Business enquiries and pitches both land in the same inbox.