work / everhope
The public face of my game studio: a grim, liturgical site introducing Everhope and its first game, REPENT, designed to turn curious visitors into Steam wishlists.
My own hardest client. Everhope, my young solo studio, needed a home on the web: a site that introduces the studio, presents its first game REPENT, a faith-inspired Souls-like, and gives press and players a single trustworthy place to follow the work. Its most important job: collect Steam wishlists. As a solo studio with no marketing budget, the site itself has to carry the credibility.
The site had to hold two feelings at once: the warm, hopeful light the studio is named for, and the grim weight of the game it makes. The palette does that work. Warm parchment and candlelit gold carry the hope; deep moss-dark and a liturgical red borrowed from REPENT carry the game. Cinzel gives headings the feel of a carved inscription, EB Garamond keeps the body text bookish and humane, and Courier Prime stamps the labels like typewritten dispatches.
The art direction borrows from the game's world rather than standard games marketing: liturgical cross motifs, screenshots framed as "plates" like engravings in an old scripture, and features written as "doctrine". Everything is labelled honestly, with in-engine footage marked as such, because a solo studio's only currency is trust.
As a nod to the studio's name, the site follows the visitor's system setting between two moods: a candlelit dark mode and a warm parchment light mode. The light that does not fade, whatever the hour.




Live at everhope.eu as the studio's permanent home, with REPENT's announcement, press kit and devlog running through it.