The company has 3 rules which are the backbone of every in-house production process:

"Friends not clients

We don’t suck blood during the nights of full moon, we sell experiences that we want to share with everyone. The needs of the community represent our needs as gamers and for such reason we don’t want to think about clients, we listen to people not to understand how to improve our business but to understand how to create better entertainment for everyone.

Keep it simple
We worked on dozens of games including many AAA and we don’t understand the rush for complexity. Such rush is given by strong competition feelings between companies but too often doesn’t represent any real quality. Simplicity is beautiful and fulfilling, which doesn’t mean empty levels but instead “use what is really needed, not less, not more”. This philosophy extends to any aspect of our company, including relations with the employees and anyone who approaches our reality.

Competitors are not enemies
We don’t see competitors in a world where videogames are one of the biggest business ever, what we see instead are friends who are developing different products and that deserve respect as we do. Hard Competition leads inevitably to IP cloning and lack of ideas to follow what the market defined as 'last best seller'”.We want to keep a friendly work environment where the creative direction doesn’t shut down proposals, ideas or bad feedback. Everyone is welcome in STC.

We value people more than anything else
, this is why we only want passionate work force to join us, avoiding to keep insufficient workers. Give your best or you will be gone soon.

STC is not a torture room
, crunch time is hard for everyone but we will always represent our appreciation for hard work in every possible way. STC is not born to become a multinational with thousands of employees, the rule “keep it simple” applies to everything. We want to make games first of all, realization of good ideas should be the only reason to enlarge the business, not arrogance and self-esteem.

We want to tell stories
, good mechanics without implementation of good storytelling and characters introspection doesn’t impress us. Every character is like a human being and every human being has a personal story behind that drives their choices during life. A good game should always account for that.We don’t kill just for the sake of seeing some blood on the screen, everything must have a reason which represents the character in a specific situation of need/danger/fear. The idea that “violence itself sells” is true on a market level but this doesn’t mean that we have to crucify our vision for that.

STC proudly represents what the founders have in mind
for a better gaming future, not refusing what other competitors propose, but just going on our way instead of following the masses.

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Close to the Sun

Close to the Sun


Deep in international waters, Tesla’s Helios stands still. An unbound utopia for scientific research, Rose Archer steps aboard in search of her sister...




Be the wind and guide a beautiful lantern that spreads the powerful message of everlasting love, by bringing life and color back to the world around you...



Visual Novel

NERO is a wonderful journey in a world of incredible beauty where a kid is the key to all locks and the night is not as frightening as we all could think...

eldacar79 Creator

NERO: first comment & test!

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Dai creatori di NERO e #ClosetotheSun nasce STCWARE Academy, una scuola per i futuri professionisti del #Gaming. I…

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