Yeti Run is headed to the App Store, and
Deep Freeze Fishing is almost done.
Solo game studio, aspiring to make games for YouTube Playables and Steam!
GAMES ▾GAME 01
Merge your way up a real food chain.
A merge puzzler where the chain is genuine biology: 18 creature tiers from grass to elephant, each one unlocking a real animal fact. Chain combos, swap tiles to plan ahead, and don't let the board flood.
GAME 02
Ski downhill and outrun the yeti.
Endless pixel-art skiing with one-finger controls. Thread slalom gates to build combos, collect snowmen, and unlock skins! Runs last 20 to 60 seconds. My personal best is 64k ;)
GAME 03 · COMING SOON
Ice fishing + 60 fish + boss fights + unlocked depths.
A skillful ice-fishing game with a satisfying flick mechanic. Catch all the fish within each depth zone and upgrade your lure to bring out the boss. Once the boss is caught, progress to the next zone and do it again! Almost finished development.
THE STORY
In June 2026 I was scrolling through YouTube and noticed they had something called “Playables”. I've always thought it would be cool to make games, so I decided to give publishing on YouTube Playables a try. Turns out it's a little harder than I had imagined at first. I had no game ideas, but now I have too many. Some of which are games that are too big for Playables, but I'm here to learn and Playables seems like the greatest platform to release games on in 2026. I started experimenting, and then the thought that publishing tiny games on YouTube Playables could actually be a full-time job gave me that extra boost of motivation.
The longer version started in 2010, in my school library, playing coolmathgames.com. That was my first introduction to web games. After that I got into Minecraft, and a little later Counter-Strike, which led to a lifelong PC gaming obsession. I've never owned a console. I had never even thought about creating games until I graduated university and it was time to enter the workforce, when I decided to pick up a hobby. Seeing YouTube Playables, and hearing the success stories of solo developers shipping bigger games on other platforms, the combination of those two opportunities caught my interest.
My plan is this: keep shipping small instant-play games on the web, ideally landing on YouTube Playables one day, and get better and faster with each one. Once monetization is sustainable, the dream is to ship a bigger game on a platform like Steam.
I'm 23, a University of Waterloo grad in Accounting and Financial Management with an Analytics Specialization. Since graduating, I've had more free time between job applications, and finding YouTube Playables turned my free time into making games. More of my analytics and finance-related work can be found on GitHub.
Sanktim Games is a registered sole proprietorship in Ontario, Canada.
HOW IT'S MADE
Every game here is my idea, my design, my art direction, and my playtesting. Building with modern AI tools means a solo developer can actually output ~one game every two weeks.
All of my games are made on Unity. I adjust whatever I can and large tasks run on autopilot in the background. Art starts from Kenney's open (CC0) foundations, restyled and extended, with hand-drawn work in Procreate and AI-assisted art where it earns its place.
UPDATES
Deep Freeze Fishing is almost done.
CONTACT
If you have any suggestions or bug reports, send me an email at contact@sanktim.com :)