In-engine capture
Land on the roof
Park the sleigh on the snow and walk to the chimney. Santa is too big for the cat flap, so the chimney it is.
In the prototypeYou and up to three friends are a Santa crew, sneaking gifts into a sleeping Lapland town before it wakes up, or before the rival crew gets there.
We'll write when there's something to play or something to tell you. Not before.
Concept art · the look we're building toward
Land on the roof, climb down the chimney, leave the gift under the tree, and be gone before anyone stirs. Every picture in this row is a real capture from the game as it is today. It is an early prototype, so it is rough, and it is ours.
In-engine capture
Park the sleigh on the snow and walk to the chimney. Santa is too big for the cat flap, so the chimney it is.
In the prototype
In-engine capture
Drop into a furnished living room, find the tree and place the gift. Every gift you leave counts toward the night's quota.
In the prototype
In-engine capture
Kids stir. Parents wake. The street starts asking questions. Getting caught is where the chaos starts, and it's what we build next.
Building nextEvery crew has exactly one Santa. The rest is up to you and your friends. Pictures here are character concept art, made with AI image tools, not game footage.
The legend. The one the children wait for.
Small, quick, silent.
The getaway driver.
Santa ate four cookies and is now wedged in the chimney, legs kicking, while the dad comes down the stairs. The reindeer hooks a rope and pulls him out like a cork.
You come down the chimney and the rival Santa is already at the tree. Both freeze. A child on the stairs sees two.
Last house, quota on the line. Santa reaches into the sack and it's all coal. Someone got to your sleigh while you were inside.
The North Pole is short-staffed, so a rival Santa crew is working your streets. The first crew to place the right gift gets the house. Beat them to the chimney. Or make them late.
There's a brake on the sabotage. Any Santa a child sees costs both crews, so the quiet moves are safe and the loud ones are a bet.
You're free to do things your way. The town is free to notice. Get seen, and it escalates, from porch lights to police.
Building next
We're showing you where the game is and where we're taking it. Left is a real capture from today's build. Right is concept art of the target: warm light against cold moonlight, shadows under the furniture, glow on every bulb. Drag to compare.
Concept art was made with AI image tools to set the target. The in-game version will be simpler: flat shading, small textures. That's the plan for a game that runs on a laptop.
A straw himmeli over the rug. A candle arch in the window. Stockings on the mantel and a log basket by the fire. And yes: joulupukki, the Finnish Santa, means "Yule goat". There will be a goat.
Planned
Concept art · prop sheet
Chimneys is early, and we'd rather tell you exactly how early. Here's the honest list.
We're aiming for Steam Early Access in 2027. There's no date yet. The waitlist is where we'll say it first.
Windows PC, through Steam, first. We build on a Mac, so a Mac version is something we want, but we won't promise it until we know.
One to four, online. Solo works too: you play against the AI rival crew. The whole game runs on a one-night, 20–30 minute loop.
We haven't announced a price.
Playtest invites, news about the game, and the launch. A few emails a year, not a daily newsletter. Every email will have an unsubscribe link. Details are in the privacy policy.
Partly, and we'd rather say so. The concept art and character pictures on this page were made with AI image tools, and the 3D characters were built from those pictures with AI 3D tools. The code is written with AI assistance. The screenshots labelled "In-engine capture" are real captures of the game.
Furniture and holiday props come from free CC0 packs by KayKit, and animations from Quaternius' CC0 pack. We'll fill in Steam's AI disclosure when there's a store page. See the credits.
Chimneys is made by Auspicious, a tiny independent studio. You can reach us at hello@playchimneys.com.
One email when there's something to play, and an invite if we run playtests. That's the deal.
We'll write when there's something to play or something to tell you. Not before.