Collection: THE GAME


"While creating the weaponry needed to survive Underwood, I gave some careful thought to things that vampires hate. As a makeup artist, a hairstylist, and a person with taste, I have always detested glitter. I laughed to myself, what if glitter was the secret sauce weapon in Underwood that blinded the vampire population? It's hilarious and original! You must admit." -James Gardner

The Cultural Problem:

I've known for over a decade that Adventures in Underwood should be a video game. Not because gaming needs another RPG, but because queer culture needs space.

The loss of gay bars has fragmented a vibrant American culture. These people are still expanding, becoming, and growing - but there's no garden for the flowers to grow. Brands that historically thrived in queer markets have lost their traction. And worse, people within the queer community rarely intersect outside their immediate circles. We only see, touch, and experience people exactly like us.

This is not healthy. It is the opposite of expansion.

Artwork from Narssica Ascending: Chapter 11 The Cannibal Queens

What We're Building:

The concept isn't "go play." It's "go become."

A third space where queer culture can breathe, expand, and intersect. Where fashion houses reconnect with their roots. Where you earn your look, your power, your place. Where being sorted into your archetype isn't a game mechanic - it's an induction into who you actually are.

Artwork from Narssica Ascending:  Chapter 18 Fashion

What I Bring:

The cultural blueprint. The psychological architecture. The understanding of aspiration, belonging, and why existing games fail queer players.

What I Need:

Game developers who can translate emotional architecture into playable systems. Who understand that this isn't about building another loot-based RPG - it's about creating the place where queer culture rebuilds itself digitally.

Artwork from Narssica Ascending: Chapter 17 Justify My Love

The Business Model:

Fashion is earned, not bought. Brand partnerships aren't billboards - they're integrated into the world. And when players fall in love with their archetype in-game, they'll want to become that person in real life.

That's where the revenue lives.