Nathan Goyer

Greetings, gamers! I am Nathan Goyer, creator of the game Heedless, and software developer here at Little Raucous.

Forging satisfying games has always been a passion of mine. I've been dabbling in game design back since I was in my early teens, and have always been looking to make new things that others haven't tried before! First and foremost, my philosophy is gameplay first, and I enjoy making interactive game systems that are both accessible to newcomers and satisfying to those seeking a challenge. Even back when I was only experimenting with the Warcraft 3 world editor as a teen, I was looking to make designs that go deeper than it seems on the surface.

I am dedicated to my crafts. I developed Heedless completely solo and have also written two novels, one self-published and one published. Building exciting worlds and fantastical settings isn't just a dream; I get things done. And you can be sure that this trend will continue towards the progress of the games Little Raucous will bring you all.

When relaxing from a hard day's work, I of course enjoy cracking open some games myself. Legend of Zelda - Tears of the Kingdom has my attention the most right now, maybe it's because I can expend some extra creative energy building wacky machines with Ultrahand. However, that's not close to the only game I've enjoyed. Some of my favorites are games like the absolute classic Megaman X, the triumphant challenge of Elden Ring, and the collaborative battles in World of Warcraft.

Brandon Adams

Hi, I'm Brandon Adams, owner and founder of Little Raucous. I'm 40 and enjoy hiking, songwriting, astronomy, pedantic freeway trivia, and gaming as part of a community. This is my first foray into game development. It’s an exciting new challenge and I have great people working with me to realize it.

Is it intimidating? Nah. Everyone starts somewhere. It's about aptitude (do you have the latent ability?), work ethic (can you push through?), and humility - seek wisdom, ask questions, research, own mistakes, don't stay on a bad course because there's a cost to pivoting. And, most importantly, treat your people well.

You, my friends, have the opportunity to watch an indie game studio in its newborn stages and, if you'd like, contribute to its direction and its future. We hope you'll follow our journey.