One Genome shapes the fight and the pet
The V1 specifies distinct Egg mechanics and permanent pet abilities for each mutation. Pets can inherit only mutations active on their source Egg; the tier sets a ceiling, not a guarantee.
Independent Roblox game studio
We design Roblox games where co-op spectacle, social play, and visible progression give players a reason to return together.
Original IP. Shared moments. Lasting progression.
The studio thesis
We start with an action worth repeating: crack an Egg, build a spell, finish a shift. Then we connect the shared moment to personal progress, with clear rewards and controls designed for a phone.
PET POP brings the whole server together for one spectacular hatch. Our original concepts explore new ways to collect, survive, compete, move and express yourself.
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A six-player server loop where the whole lobby cracks a mutation-driven Mega Egg, chases high-value Runaways, then returns to personal plots to bank, train, grow, upgrade, and prepare for the next Genome forecast.
PUBLIC SPECTACLE → PRIVATE PROGRESSION → PUBLIC SPECTACLE
Designed around one repeatable four-to-seven minute server rhythm. Mutation identity changes both the boss encounter and the permanent pet reward, while a fixed training intermission turns downtime into deterministic account progress. The V1 intentionally avoids trading, rebirth, paid mutation RNG, and other scope multipliers until the core loop proves retention.
The V1 specifies distinct Egg mechanics and permanent pet abilities for each mutation. Pets can inherit only mutations active on their source Egg; the tier sets a ceiling, not a guarantee.
Strength XP is earned only during the fixed 180-second training intermission and is capped per round. Combos reach the cap faster without raising it. The final 30 seconds reveal the Genome tier, then mutations at 15 seconds.
Every qualifying player receives a protected personal pet. Only Hot Runaways allow stealing, with one successful steal per pet. Protected newcomers cannot be targeted or claim Hot Runaways; they still receive personal rewards and can claim ordinary Runaways. A planned live flag can disable steals while retaining Grab Window rewards.
Players roll enchanted sigils to discover living Encantos, compose three-piece spell sets, and take those builds into short cooperative Rift events where smart combinations outperform raw rarity.
ROLL A CHARM. BUILD A SPELL. BREAK THE RIFT.
The collectible reveal is only the opening beat. Every Encanto has a field effect, active trigger, or set relationship, so players immediately have something to test. Rare rolls become public spectacle; long-term power comes from deterministic mastery, set construction, and Rift completion rather than endless passive rolling.
A rare reveal needs a playable next step beyond another roll.
Turn Encantos into three-piece spell sets for short co-op Rifts, supported by deterministic upgrades.
Set effects must be readable on a phone; validate reveal-to-equip conversion and repeat Rift participation.
Four players work the graveyard shift in a changing superstore. Each night mixes repair jobs, customer anomalies, roaming threats, and a final extraction decision: cash out safely or stay for the high-value blackout phase.
DO THE JOB. SPOT WHAT'S WRONG. GET OUT BEFORE OPENING.
A compact survival game built for repeatable stories rather than a giant content map. Normal work tasks create a readable baseline, anomalies break that baseline, and overtime gives the group a voluntary risk/reward decision every run.
Repeat survival runs need recognizable routines and fresh team decisions within a compact store.
Use work tasks as the baseline, anomalies to disrupt it, and optional overtime as the extraction decision.
A compact map concentrates replay value in anomaly variety and escalation; validate overtime opt-in and death/quit states.
Build a miniature treasure museum, send crews into timed city events to recover animated relics, and defend only your currently exposed showcase piece during short public heist windows.
FLEX THE RELIC. RISK THE RELIC. LOCK THE RELIC.
The social tension comes from choosing what to expose, not from making a player's whole inventory vulnerable. A single risk slot preserves chase-and-steal excitement while keeping permanent progression trustworthy.
Public heists need stakes without putting a player's entire permanent collection at risk.
Expose one chosen showcase relic during short heist windows while protecting banked relics from theft.
The one-risk-slot rule limits theft stakes; validate heist participation alongside post-loss churn.
Fast 4v4 rounds on suspended rail cities where players grind lines, wall-kick between platforms, and fight over a moving energy core that changes the route as the match progresses.
THE OBJECTIVE MOVES. SO SHOULD YOU.
A competitive concept that avoids giant arsenals at launch. Depth comes from movement routes, objective timing, and a small number of strongly differentiated tools, keeping balance and mobile readability manageable.
Fast movement and combat must keep the team objective readable across touch and controller inputs.
Build 4v4 rounds around a moving core, short movement routes, and three weapon families.
A small arsenal puts depth in routes and timing; validate rematches, objective participation, and input-device win differences.
A neighborhood sandbox where every activity produces visible social objects: cook at the diner and bring food to a hangout, run the photo booth and collect prints, tune bikes, decorate rooms, host tiny events, and build a local reputation.
EVERY JOB MAKES SOMETHING YOU CAN SHARE.
Instead of treating jobs as isolated minigames, every job outputs an object, memory, or service that feeds back into social play. The goal is a roleplay loop where progression increases expression rather than raw combat power.
Neighborhood jobs need to contribute to social play beyond isolated minigame rewards.
Make jobs produce shareable food, photos, objects, or services that feed hangouts and home expression.
Value depends on players using the outputs socially; validate object shares, job variety, and home revisits.
What we bring to the build
Original Roblox worlds, the systems beneath them, and the player experience that brings it all together.
Shape a player fantasy into a repeatable Roblox game loop, with a focused prototype scope before expanding the world.
Plan collections, upgrades and economies so players understand what they earn, what they can spend and what to work toward next.
Design the path from joining to a first payoff, with readable feedback, touch-friendly interactions and a clear next action.
A great reveal starts the story. What players do after it gives the game somewhere to go.
Give players a moment they can recognize and join: a shared hatch, a co-op escape or a collection worth showing. Tie the reveal to something they can play next.
Make normal play move players toward visible upgrades, stronger builds or new ways to express themselves. Surprise can add excitement; steady progress needs a clear path.
Start with phone-sized screens and touch controls, then plan for keyboard and controller play. Keep objectives readable and effects within a performance budget.
We start with one repeatable action, shape it into a complete session, and test it before expanding the world. Each production gate gives the next layer a reason to exist.
Trend scan, audience fit, one-sentence fantasy, competitive references.
One mechanic, one room, one reason to immediately press Play Again.
Complete session loop with onboarding, reward, spend, and return beat.
Progression, economy, persistence, server authority, configuration, analytics.
Art kit, catalog expansion, UX polish, monetization surfaces, social moments.
Retention, session, performance, economy, and feature-flag decisions.
Prototype the complete loop before multiplying content.
Instrument the first session before paid acquisition.
Treat mobile performance as a product requirement, not a cleanup task.
Keep rare social-risk mechanics reversible behind live configuration.
Prefer data/config expansion over bespoke weekly systems.
Build with iNet Studios
Bring a new game idea or a specific problem in an existing Roblox experience. We start by agreeing on the player moment and the smallest useful scope.
Describe who the game is for, what players should do together and why they would return. Share the current stage, references and constraints.
Choose the core action, first reward and repeat loop. Agree on deliverables, responsibilities and a milestone that can answer the biggest design question.
Plan playtests around first-session clarity, repeat play and device performance. Use what players do to decide what to refine, expand or cut.
A few answers to help you find the right starting point.
PET POP is our flagship in development. The other five worlds are studio concepts. Contact us for current build access and release plans.
Yes, we welcome discussions about a focused part of an existing experience, such as onboarding, progression, a social loop or an update. Share what is playable now, where players struggle and what you want to improve.
A concept and scope brief, a prototype milestone, a specific game system or production and update planning. We consider selective production partnerships and agree on deliverables, responsibilities and timing around the project.
Email studio@i-netstudio.live with the player fantasy, current project stage and the part you want to build together. Include a playable link or short clip if available, plus your target timing, budget range and any device or production constraints.
iNet Studios
Have a world in mind, a loop to improve, or a prototype ready for its next step? Tell us what you want players to feel.
studio@i-netstudio.liveInclude the idea, current stage, and what you’d like to build together.