Independent Polish game studio · Since 2011

Adventures drawn from darkness.

We make games set somewhere between dream and nightmare. They can be unsettling, but we never want them to lose their beauty. If one of our games is remembered the way we remember the games we grew up with, that is enough for us.

Upcoming release · 2026 Tormentum II Coming July 23 · Press kit →

Our story · 2010–2026

The road that brought us here.

We started in 2011 with an interactive book for children. Each project taught us something and pulled us toward stranger, darker games, all the way to Tormentum II. Making these games has helped us through some difficult years. It kept us moving forward, and at times the work itself felt a little like therapy.

Tormentum II throne key art

Coming July 23, 2026Windows · macOS · SteamOS + Linux

Tormentum II

Point‑and‑click adventure

Eleven years after the first Tormentum, we return to grotesque creatures, difficult choices and hand‑drawn nightmares. David is building a simulation so convincing that he can no longer tell it from reality. Then he wakes up inside it. When we began work, the artificial intelligence in the story still felt like science fiction. Eight years later, AI is part of everyday life, and the premise feels much closer to reality.

Current OhNoo Studio logo

Studio milestone · 2025

A darker mark

A new logo for OhNoo Studio

As our games grew darker, the old logo no longer felt like us. In 2025, we replaced it with a new mark that better reflects the worlds we create today.

Princess Tsioque surrounded by the Evil Wizard's armored guards

Released November 7, 2018Windows · macOS

TSIOQUE

Point‑and‑click adventure

TSIOQUE began with an ambitious goal: to make a game feel like a classic animated film, with hand-drawn frame-by-frame animation throughout. We made it with animator Alek Wasilewski and the team at Smile. Players helped fund the game on Kickstarter, and 95% of its Steam reviews are positive.

Colorful illustrated characters meeting beneath a surreal creature
Characters exploring a bright imaginary forest
Woodland animals gathered around a fire beneath the moon
A badger and a squirrel sharing tea inside an old tree
A glowing cosmic creature surrounded by green magic
A sleeping dragon carrying a forest on its back

2017 · A crossroads

An old wooden signpost pointing toward dark games and books for kids The two directions OhNoo Studio had to choose between in 2017.

Four worlds put on ice

Interactive books · An unfinished chapter

2017 was a difficult year. We found ourselves at a crossroads: were we a studio making interactive storybooks for children, or a studio making games? There are only 24 hours in a day, and we could not keep following both paths.

By the end of that year, we had completed four more interactive books, but none of them ever saw the light of day. They are still sitting in the OhNoo freezer: an adventure drawn by Jakub Grochola, an animal fable by Dagmara Gąska, a woodland story by Agnieszka Kowalska, and a space story illustrated by Mateusz Herman.

All four had been written, illustrated, translated and animated by a small team, years before generative AI tools became commonplace. We know we let down the illustrators who gave so much to these projects, and we still hope to publish them one day.

Two foxes studying a map beneath a full moon in Fox Tales

First released October 18, 2016Windows · macOS · iOS

Fox Tales

Interactive storybook

When earthquakes shake Fox Island, Samar and Kala the hunter set out to find the cause. Illustrated by Piotr Foksowicz, Fox Tales spans 45 hand-drawn pages with narration, music and hidden details to discover. It was designed for children and parents to read and play together.

Characters traveling through space in Snot and Fluff

First released in 2016macOS

Snot & Fluff

Interactive storybook

Bored with everyday life, Snot sets off across the galaxy and forgets all about his friend. Missing him, Fluff builds a rocket and goes looking for him. Illustrator Agata Karelus created its colorful cosmic world, drawing every scene herself.

Princess Tsioque hiding from the Evil Wizard's guards Backed by players1,225 backers

July 24–September 5, 2015

TSIOQUE finds its backers

Kickstarter · Animation funding

Animation was the heart of TSIOQUE, and also one of its greatest costs. Support from 1,225 backers let us pay the animators and keep the painstaking frame‑by‑frame work moving. It was essential, but it covered only part of the cost: by release, the total production budget had grown far beyond the campaign funds.

Tormentum: Dark Sorrow key art

First released March 4, 2015Windows · macOS · iOS · Android

Tormentum: Dark Sorrow

Point‑and‑click adventure

Tormentum: Dark Sorrow is a hand‑painted point‑and‑click adventure set somewhere between dream and nightmare. Inspired by H. R. Giger and Zdzisław Beksiński, it combines unusual puzzles with moral choices that reshape both the journey and its ending. For us, it was a way out. We made it hoping it might free us from our corporate jobs. It did.

The printed Tormentum artbook created after the Indiegogo campaign Backed by players441 backers

June 3–August 1, 2014

Tormentum meets the world

Indiegogo · Localization & print

When we launched the campaign, Tormentum had only a Polish version. Backers enabled us to prepare six more languages, along with a physical disc edition and a printed artbook. Without them, the game would have reached a much smaller audience.

Amelia and her animal companions in an autumn forest

First released December 12, 2012iOS · Android · macOS

Amelia and Terror of the Night

Interactive storybook

Amelia and Terror of the Night was our first release, and perhaps the most important. The idea came to us when Steve Jobs unveiled the first iPad. We immediately knew we wanted to create the most interactive storybook we possibly could for it. We poured an absurd amount of work into one small children's book: a hand‑drawn story about friendship, acceptance and courage, with hundreds of tiny animations hidden throughout its scenes. We had something to prove, to ourselves as much as anyone else.

The studio

The studio behind the games.

We began with hand‑drawn stories for children, including Amelia and Terror of the Night. Tormentum took us toward darker games and eventually became the series we are best known for.

Łukasz Rutkowski, Grzegorz Markowski and Piotr Ruszkowski founded OhNoo Studio in 2011. Their first goal was to make the most interactive children's storybook they could. That project became Amelia and Terror of the Night, released in 2012 with hand‑drawn art, narration, mini‑games and hundreds of tiny animations hidden throughout its scenes. It first found an audience on iOS and later came to Android. More than a decade later, we are still proud of how much we managed to fit into that first release.

Tormentum: Dark Sorrow grew from a different, older dream: to make a complete game of our own, from beginning to end. We drew on the games we grew up with, especially the Dark Seed series. Backed by players on Indiegogo and released in 2015, it carried our love of dark surrealism into a hand‑painted point‑and‑click adventure. It was also our Steam debut, back in the Greenlight era, when the community voted on which games would make it onto Steam. We miss that system. The community gave us a chance, and more than 90% of the game's Steam reviews are still positive.

TSIOQUE arrived in 2018. It was an enormous production for a studio our size, with 12 people working on it at its peak. We made it with animator Alek Wasilewski and the team at Smile, combining frame‑by‑frame animation and voice acting. Edward Harrison (Deus Ex: Breach) and Elle Kharitou composed an adaptive score that responds to the player's actions. Inspired by classics such as Dragon's Lair, it still holds a 95% positive rating on Steam.

After several years away, we returned to Tormentum. The core team behind Tormentum II now consists of Łukasz Rutkowski and Piotr Ruszkowski. We remain independent and still make the strange games we want to play ourselves. We have more ideas than time.

OhNoo Studio today
Piotr Ruszkowski

Piotr Ruszkowski

Illustrator · Co‑founder

He began drawing in the Commodore 64 demoscene and has favored darker imagery ever since. Tormentum began as a personal art project he worked on for years before it became a game. His first OhNoo project was the Tim Burton-inspired Amelia. With Tormentum, he could fully explore two long-standing influences: Beksiński and Giger.

Łukasz Rutkowski

Łukasz Rutkowski

Co‑founder · Animator, programmer & writer

His role changes by the day: animator on Monday, programmer on Tuesday, writer on Wednesday. He also writes dialogue, translates, tests and draws. Away from work, he is a father and an unapologetic geek with a deep love of comics, board games and pop culture. He sets the studio's pace and keeps us moving, even when the odds are against us. Amelia's message in our first game was simple: never give up. She might as well have been talking about him.

Two people, still independent and still making games together.

Contact OhNoo Studio

Let's talk.

Need an interview, extra artwork, review materials or help with one of our games? Or perhaps you just want to say hello. Drop us a line. We answer every message ourselves. There’s no PR department here. It’s just us.