Independent studio · Spain

Small beginnings.
Room to grow.

We're Giro Cero. Right now, we're building our first game around one idea: progression you can see and feel.

Explore Project 01

First game. Early development.

FROM THE WORKBENCH01 / 2026
The same character, an evolving relic Two existing visual studies of the same anime explorer: a compact initial relic and a more developed ceramic weapon and shoulder interface. Concept art, not gameplay.
Visual exploration — not gameplay footage.WORK IN PROGRESS

01Current project

EARLY DEVELOPMENT

Project 01.

Action / idle RPG · Top-down 2D

Start with a simple attack. Build towards something much bigger.

Our first game explores long-term progression through a modular character and ancient relics. The direction is about changes you can recognise: a new silhouette, a different attack pattern, a build that handles a challenge in a new way.

/01

Progress that stays

The design centres on lasting upgrades, farming and boss gates, with a character that keeps developing between challenges.

/02

Builds you can see

Modular relics are intended to change the character's appearance and attacks, from a focused hit to combinations that reach a whole group.

/03

Space to play your way

We're designing automatic combat alongside optional hands-on positioning and skill timing. The next prototype will test how they work together.

Working title. Systems and art are still being explored. Companions and character collection belong to the longer-term direction.

See where development stands

02Development notes

PROJECT SNAPSHOT / OCTOBER 2026

On the workbench.

A working prototype, a documented direction, and a small next experiment.

CORE LOOP PROTOTYPEACTUAL CAPTURE
Actual Godot prototype showing a collection field, fragments and permanent-in-session upgrade buttons.
An early browser prototype: movement, automatic targeting, resource collection and upgrades. Placeholder graphics; progress currently lasts for the session.
View the visual direction study
Static early and advanced combat mockups comparing character equipment and attack coverage.
Conceptual combat mockups — not a playable build or final art. The studies compare character scale, relics and attack readability.
  1. 01BUILT

    Test the core loop

    A Godot web prototype connects moving, breaking targets, collecting fragments and buying upgrades. Two zones and five upgrade families give us something concrete to evaluate.

  2. 02DOCUMENTED + EXPLORED

    Give the game a direction

    Product and creative direction are documented. Current visual studies explore an anime relic hunter, modular equipment and a fantasy world built over ancient technology.

  3. 03NEXT EXPERIMENT

    One skill. One boss.

    The planned test compares two power states, an active skill and a boss encounter. The question is simple: does growing stronger visibly change the way combat feels?

03About Giro Cero

Small by design.
Focused by choice.

An independent studio in Spain, at the beginning of its story.

The focus today is our first game: finding a satisfying core, testing it, and giving it a visual identity of its own. We work in small steps, with room to change direction when a prototype teaches us something.

Based in Spain. Building for players everywhere.

How we approach games

Find the fun first.

Test a small, playable idea before committing to more systems or a bigger content list.

Make growth tangible.

An upgrade should change what you can do, and give you a reason to try it.

Keep the action readable.

Spectacular combinations work best when you can still see your character, your targets and the danger.

04Contact

A conversation starts here.

Questions about the studio or the project? Get in touch.