
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
A puzzle game and a coming-of-age story, told on the same day each year as António packs his bags for summer vacation. Overcome challenging packing puzzles, as this dream-chasing story unravels, in a time of poverty and hard work.
The press kit for 1960 e tal is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.