Interactive

Multiplayer games that open from a link, with no download and no waiting.

Games used to come in boxes. Then in downloads. Now they come in a message. ZeroTix Interactive is the studio built for that world: multiplayer games that live at a link, open in seconds, and pull your friends in with one tap. The biggest games of the next decade will be born this way. We intend to make them first.

Instant. Open from a link. Nothing to install.

Together. Send the link, and your friends are in.

Built for where you already are.

The app stores are losing their grip. The browser looks native now. Discord, YouTube and the big web portals run games inside the feed with no install. We think the studio native to that world is still to be built. We intend to be it.

Why this has to existindustry figures, approximate
3.4BPeople on Earth who play games. Nearly half the planet, and most of them will never own a console.
$187BSpent on games in a year. Bigger than film and recorded music combined.
30%What the app stores and Steam take from every sale. A game that lives at a link keeps it.
100GB+What a modern shooter asks you to download before the first match. A link asks for nothing.
~3sRoughly how long a browser game takes to open. That is the whole distribution strategy.
The idea

A game your friends build while you play it.

Not an editor you open alone. A room. Someone drops a wall and everyone dodges it. Someone changes gravity and the floor moves under everybody. Creating and playing are the same activity.

3s

From link to playing

No download, no account, no store. Send a link, and the person on the other end is in the arena before they finish reading your message.

1

Room for building and playing

The world is edited live while it's being played. That sync problem is hard, which is exactly why it's the moat.

60

Frames, every one simulated

Every hit, bounce and blast is real physics, not an animation. That is what makes a room feel alive instead of scripted.

Evades X key art

Flagship

Evades X

Five years in the making. A multiplayer arena built on one idea: dodge everything, together. Pick a hero, drop into a room with strangers who become teammates, and run a gauntlet that never plays the same way twice. Seventy thousand plays on the open web, a demo on Steam, and a full release when the numbers earn it. Everything on this page grew out of it.

0Lifetime plays
SteamDemo live
5Years in development
Instant

Built for scale.

Six genres the whole planet already plays, reimagined to open from a link with your friends inside. Concepts we are exploring, shown as previews. None of them is playable yet.

Knightfort

Drop in, build up, last one standing. A battle royale that starts before the bus lands.

In development

Grand Theft Orbit

A city of physics, a car that drifts, and four friends who want it. Heists in a tab.

In development

Blockworld

Dig, stack, survive the night, together. A world that exists the moment someone opens it.

In development

Riftball

Football with rocket cars. Boost, flip, score, and lose your voice in the last ten seconds.

In development

Airlock

Six crew, one traitor, a ship falling apart. Who you trust decides who gets home.

In development

Tumble

Sixty players, one obstacle course, and a floor that keeps disappearing. Qualify or fall.

In development
Next

What comes next.

Every step pays for the next. Here is where it goes.

1
Fall 2026 · Prove retention

Evades X everywhere it can be played

CrazyGames, Poki, Discord and our own site, one codebase. A daily ladder. Retention measured from the first hour.

2
Spring 2027 · Prove the machine

A second instant game in eight weeks

Built on the same engine, launched on the same surfaces. The point is to show hits happen on purpose. This is when we raise and take a co-founder.

3
Year two · The platform turn

Put the tools in players' hands

When one game has a real community, players shape the arenas themselves. The studio stops being a content business and becomes a place people build.

4
Year three onward · The operating system

Run the games like a quant desk

Retention models, economy tuning, cohort analysis, ladder fraud detection. The studios that hold a billion-dollar valuation run live games on time-series statistics. Ours does from day one.

Lab

A game studio run like a quant firm.

A quant treats every idea as a hypothesis, sizes it by risk, and cuts it when it stops working. We run games the same way: retention is our alpha, a prototype is a position, a launch has a stop-loss. Try it. Ten pitches, a million dollars each, ten seconds a pitch, and an algorithm that never gets excited.

Greenlight · $100k a gameyou vs. the algorithm
How we bet on gamesthe portfolio rule
Seed

Many small prototypes, two weeks each, tiny budgets. Most will be nothing. That is the design.

Measure

Day-7 retention and invites per player, from the first hour. Taste picks what to build; numbers pick what survives.

Double down

The few that hold players get a full team, a season, and a place on this page.

Cut

Below the line, we stop. No sunk cost, no favourites. The money moves to the next seed.

Repeat

A studio that ships a portfolio, not a bet. That is how a $100 company plans to reach a billion.

Hypothesis, then data

No feature ships on taste alone. It ships as a test with a number attached, and it stays if the number moves.

Size by risk

Small bets on many ideas, big bets on the few that prove out. A studio that never blows up its whole year on one launch.

Cut what stops working

Every game and every mode has a threshold. Below it, we move on. That is how the road above stays honest.

Greenlight uses invented pitches, loosely inspired by games everyone knows, with simulated outcomes. Nothing here is investment advice.

Company

It started with $100.

Keep scrolling.

$100
Capital raised
Founder

He didn't wait for a studio to hire him. He built one.

The founder of ZeroTix started making games before he was old enough to put them anywhere. By the time he got to Harvard he had shipped a handful on his own, each one a little better than the last. Evades X was the one people actually stayed for. It has been in development for five years now, mostly late at night, and it has been played seventy thousand times without a store, a publisher, or a marketing budget.

He runs ZeroTix the way he built that game: quietly, stubbornly, and with the numbers open in another tab. He writes the code, watches what players do, and changes what isn't working. The company started with a hundred dollars because that was what was in the account, and waiting for more felt slower than shipping.

The idea behind it is simple. The games people share today open from a link. Almost nobody is building a real studio around that yet. He is.

Careers

Build it with us.

Salaries are annual, USD, full-time. Equity is fully diluted and vests over four years with a one-year cliff.

Contact

ZeroTix Headquarters.

For partnerships, platform deals, press and careers. Every message is read by the founder.

PartnershipsPlatformsPressCareersPlayers