Cheveyo Interactive — wireframe bulldog emblem

// independent game studio · canada

We draw our worlds in code.

Our Worlds|Your Stories|Creativity

Cheveyo Interactive builds games the old way — a hand-written engine, art generated by algorithms instead of asset packs, and updates shipped straight to players. Small studio. Sharp tools. No shortcuts pretending to be craft.

// the studio

Small by design.

Cheveyo Interactive is a one-studio workshop based in Canada. We believe small teams with full ownership of their stack ship better games: every system in our titles — world generation, simulation, rendering, audio — is written in-house, so nothing is a black box and everything can be tuned until it feels right.

Code is the art tool

Every sprite, icon and animation in our games is generated by code at runtime. Zero image assets means infinite resolution, tiny downloads, and a look nobody else has.

Engine-up craftsmanship

No off-the-shelf engine. Our games run on a hand-rolled canvas engine built for the job — fixed-step simulation, chunked infinite worlds, synthesized audio.

Players get updates fast

Our games update themselves in-app, on every platform, within minutes of a release. Feedback in the morning can be a fix by the afternoon.

// the craft

Procedural to the pixel.

This is real engine code — the kind that draws every ore deposit you'll ever mine. Depth comes from hue-shifted gradients, not textures. If we want a new look, we change the math.

render.js — the ore sprite, drawn from nothing
// depth from hue shifts, not textures
function shade(hex, amt) {
  const n = parseInt(hex.slice(1), 16);
  let r = (n >> 16) + amt,
      g = ((n >> 8) & 255) + amt,
      b = (n & 255) + amt; /* clamp… */
}

const oreIcon = (col, glint) => {
  for (const [ox, oy, r] of [[-8,4,9], [7,6,8], [0,-6,10]]) {
    const g = ctx.createRadialGradient(…);
    g.addColorStop(0, shade(col, 46));
    g.addColorStop(1, shade(col, -38));
    ctx.arc(cx + ox, cy + oy, r, 0, 7); ctx.fill();
  }
};
10,100+
lines of engine JavaScript across both games
0
image assets — every sprite is drawn in code
84
items & machines in the 2DCraft factory
29
weapons, monsters & heroes in 2DSurvive

// now in development

01 / 02

2DCraft

Mine · Build · Automate

An infinite, procedurally generated factory world for Android, iOS and the web. Chop, mine and smelt your way to a self-running megafactory — research technology, electrify your base, and tame the wilderness with conveyor belts. Built for touch, playable in minutes, deep enough to lose weekends to.

  • Infinite procedurally generated worlds
  • Full automation: belts, inserters, power grids
  • 19 technologies to research on the way to the endgame
  • Self-updating on every platform
2DCraft gameplay — a factory line of miners, conveyor belts and smelting furnaces beside the shoreline
A young factory line at the shoreline
2DCraft gameplay at night — torchlight glowing over the conveyor belts
Night falls — torchlight keeps the belts running
2DCraft main menu over a slowly drifting generated world
Every world is generated fresh from a seed
Play on IOS Download for Android Free while in development.

🔒2DCraft is in closed Alpha — your account needs Alpha access to play or download.

2DSurvive

8-bit endless horde survival

A Vampire-Survivors-style top-down auto-shooter: you move to dodge, your weapons fire on their own, and the horde scales with survival time and every level you gain — forever. Built on the studio's hand-rolled canvas engine, with every sprite generated from pixel maps at runtime.

  • 8 weapons, 8 levels each — build your loadout
  • 9 monster types, elite packs and 3 bosses
  • Gold persists between runs: Power-Ups and unlockable heroes
  • Chiptune synth audio, zero image assets
2DSurvive level-up screen — choosing between Holy Blades, Storm Bolt and Blood Nova
The horde grows stronger. So do you — pick one.
2DSurvive gameplay — the Hunter dodging zombies and slimes in the dark
Your weapons fire on their own — you just survive
2DSurvive main menu — pixel logo over a drifting monster background
Every pixel drawn in code — no image files anywhere
Play on IOS Download Android APK Downloads the latest stable Android build.

🔒2DSurvive is at the In Concept stage — your account needs In Concept access to download.

More from the workshop

2DCRAFT

2DCraft

Mine · Build · Automate Alpha

The factory world — infinite, procedural, playable now with Alpha access.

2DSURVIVE

2DSurvive

Dodge · Level · Endure In Concept

8-bit endless horde survival — dodge the swarm while your weapons fire on their own.

// the technology

2DEngine. Our tools, our rules.

The studio's own engine and editor, built from scratch in-house. It's a complete game workshop in one window: paint tile worlds on layered maps, draw 8-bit sprites in the same pixel-map format our games are drawn in, write gameplay in a professional code editor, and press Play to watch it run on the spot — live console and all. Projects are fully self-contained and run standalone on the web. No third-party engine, no image assets, no black boxes.

2DEngine sprite editor — drawing a 16×16 pixel-art hero with palette, preview and animation frames
The sprite editor — every character begins as a 16×16 pixel map
2DEngine world editor — painting a tile world on ground and object layers
Painting a world on ground and object layers
2DEngine play mode — the game running instantly with a live console
One click later it's a running game — live console included

⚙️In active development — the same hand-rolled craft behind 2DCraft and 2DSurvive, becoming the foundation for everything we build next. And it won't stay ours alone: once it's ready, we plan to release 2DEngine to the public so anyone can build worlds this way.

// support the studio

Fuel the code.

Both games are built by one person, drawn entirely in code. If you'd like to help keep the late nights running and the updates shipping, a coffee goes a long way — and you'll get development updates and early access along the way.

Support on Ko-fi

The games always come first — there's no paywall on the passion.

// contact

Say hello.

Feedback, bug reports, business, or just want to talk shop about procedural art — the inbox is open.

Support