Fact sheets, logos, and contact info for Sketchy Software and our first game Show of Hands. Press, partners, and the curious: everything you need is on this page. If you need something that isn't here, just email.
Sketchy Software is a tiny independent game studio building the kinds of games that don't quite fit anywhere else. Small, weird, hand-crafted, opinionated. No microtransactions. No battle passes. No design-by-committee.
Founded in 2026 by Frakkle, the studio is heads-down on its first title, Show of Hands.
Cards on the table. People on the streets. Show of Hands is a single-player roguelike about reclaiming a city. Hex-map strategy meets asymmetric card combat. Every card in your deck is a person you've rallied to the cause. The system pushes back: push too hard and four factions escalate; take losses and the heat eases.
Show of Hands is a single-player roguelike that mashes hex-map strategy with asymmetric card combat. You lead a scrappy activist cell trying to reclaim a city from the systems that run it. On the map, you choose where to push, where to hold, and where to fall back. In combat, you don't duel. You organize. Every card in your deck is a person you've rallied to the cause.
Push too hard and the system notices. Police mobilize. Corporations squeeze. Media reshapes the story. And a hardline authoritarian fringe waits for things to fall apart enough to take over. Take losses and the pressure eases; they think they've got you under control. Push back at the right moment and you might just flip enough of the city to make the movement unstoppable.
Win means a city that no longer needs you. Lose means a movement ground down by an opposition that never stops escalating.
Cards are people. Every card in your deck represents someone you've rallied. Lose a neighborhood and the people who lived there are gone from your deck.
Combat is asymmetric. No health bar, no enemy duel. A puzzle of pressure against a tile's resistance, on a clock.
The system pushes back. A global Heat gauge escalates four factions when you win and eases when you lose. Every defeat is a window.
No two cities are the same. Procedural city generation per run, scaling from compact town to sprawling metropolis. Built for runs you can finish in a sitting.
A deliberate art collage. Card art is sourced from real artists in activist spaces, in deliberately mixed media (linocut, photograph, marker, digital), held together by a consistent frame.