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Niche Worlds Cult
September 16, 2026 at 02:40 PM
Initial version (2026-09-16)
Niche Worlds Cult is the developer and self-publisher of Monsters & Memories. It is a distributed volunteer team that formalised as a company in May 2021, roughly eight months after work on the project began, and it has funded development out of the founders' own pockets rather than through crowdfunding, a publisher or outside investment.
Field | Detail |
|---|---|
Formalised | May 2021, announced on May 1 |
Founding group | Six people: Ali, Astra, Hamad, Logan, Nick and Shawn |
Project codename | Project_N, renamed to Monsters & Memories in June 2021 |
Team size | 50 as of September 2026 |
Model | Volunteer team working in spare time, with paid roles planned as revenue allows |
Funding | Out of pocket. No crowdfunding, publisher or external investment |
Spend to date | Just over 160,000 US dollars through May 2026 |
Engine | Unity |
Headquarters | Not published. The team is distributed across several countries |
The project started as a series of discussions during livestreams and interviews between a former MMORPG designer, colleagues from that project, and the viewers who came to ask questions. The team treats September 2020 as its anniversary marker. Pre-production began in July 2020, the team formed in August, and a first playable build existed by September, built in a greybox style with placeholder or commissioned art.
The company name came out of a joke in the stream community: why start a company when you can start a cult. The studio kept it because it fits the stated intent, which is to build niche or even hyper-niche online experiences that emphasise a sense of place while staying in constant dialogue with the community during development.
Six people were named as the founding group when the company was announced: Ali, Astra, Hamad, Logan, Nick and Shawn. The project carried the codename Project_N until June 2021, when it was renamed Monsters & Memories. The name is a reference to nostalgia for early computer role playing games, late night tabletop sessions and fantasy books, and to the two things the team says it took away from its own time in MMOs: encountering interesting creatures and characters, and the memories that came out of doing so.
The team works on the game in its spare time and is unpaid. Every open role posting carries the same statement: the team is made up of volunteers who work in their spare time, and the goal is not to get on the team and then socialise. Experience requirements are relaxed deliberately, with the team accepting people from other industries who may be working on their first commercial game.
That model is the reason a subscription exists at all. Revenue from subscriptions and merchandise is intended to let the studio pay some of its members while others opt to remain volunteers, and to scale art and design production. As of April 2026 the group they wanted paid soonest was about 12 people out of the then 49. The game master and customer service role has been singled out as very likely to become one of the first full time positions once revenue allows it. Reserves are earmarked first for severance for anyone brought on full time, a condition the team set for itself before hiring anyone.
Seven roles were posted as open in September 2026: 3D animator, environment artist, game designer, game master and customer service, quality assurance tester, texture artist and tradeskill designer.
Date | Team size | Note |
|---|---|---|
June 2021 | 6 | The named founding group |
January 2022 | 9 | Six of whom streamed development |
April 2026 | 49 | About 20 people added over the preceding year |
September 2026 | 50 | Current figure |
The April 2026 growth was described by discipline: audio, animation, environment art, game design across both content and systems, six game masters, two additional QA, technical roles and visual effects. The public team page describes the group as over 40 artists, designers, programmers and others, including professional game developers, emulator developers, freelancers and people from other industries entirely. Only first names and handles are published for most of the team.
The studio's creative direction and production lead has around 20 years in the industry, has been lead designer on several MMO titles and most recently held executive producer and chief product officer roles at a games company. He writes every numbered development update. That is biography rather than design lineage: the game's systems are documented on their own terms under Gameplay and Classes, and nothing in the team's prior credits should be read as describing how this game works.
The team publishes its own expense totals. The figures below are cumulative from the start of the project, and each was current at the time it was published.
Published | Total spend | Window covered |
|---|---|---|
September 2022 | Just over 20,000 US dollars | 2020 to September 2022 |
March 2025 | 104,725 US dollars, of which 37,217.10 in 2024 alone | 2020 to 2024 |
February 2026 | Around 142,000 US dollars | 2020 to 2025 |
June 2026 | Just over 160,000 US dollars | 2020 to May 2026 |
The most recent figure, just over 160,000 US dollars through May 2026, is the current one. The 142,000 figure covers 2020 to 2025 only and still appears in older material. The breakdown published for that 2020 to 2025 window splits as follows.
Category | Amount | Share |
|---|---|---|
Contractors | 71,869.84 US dollars | 50.7 percent |
Software and cloud services | 37,302.64 US dollars | 26.3 percent |
Servers | 18,875.28 US dollars | 13.3 percent |
Accounting and legal | 13,835 US dollars | 9.8 percent |
All of it was paid out of pocket by the founders, who describe the position as owing the money only to themselves. The stated consequence is that the project can start small and grow without a looming financial deadline, and is not working against a finite runway of capital the way an externally funded studio would be. Post-launch, the team has committed to keep publishing expense breakdowns, to add a revenue breakdown split across subscriptions, tips and merchandise, and to publish how profit is allocated across profit sharing, growth and reserves. See Subscription and Pricing.
Developing in public was a deliberate policy from March 2021 onward rather than a marketing decision made later. The team livestreams development work, posts recordings, runs numbered written updates, and treats the community as the greenlight process in place of executives or investors. The stated reasoning is that the conversation started on the streams should continue as the work progressed, so that the community would be a consistent part of the process rather than something invoked by a marketing team afterwards.
A related early decision was to build everything from scratch rather than assemble purchased assets, specifically so that the project would not look like an asset flip or like smoke and mirrors being prepared for a crowdfunding push. Public roadmaps and boards have been maintained since 2021, though the published roadmap page is stale by the developer's own admission and is due to be replaced before October 2026.
The game is built in Unity, and the project was upgraded to Unity 6 during 2024. Audio runs through Wwise, adopted in late 2023 after a proof of concept the previous year. The published details of the networking and server architecture come from the team's 2021 technical overview and have been reconfirmed in outline since:
Client and server communicate over reliable UDP, with the client described as a straightforward viewer of server state rather than an authority over it
The server uses a pseudo entity component system design
Infrastructure is stateless and runs on commodity hardware, with zones running independently of each other
There is no plan to shard zones, which is to say no instancing. The team restated this in September 2026 as the game being a social game without instancing
Two supporting pieces of tooling are worth noting because they shaped the schedule. The launcher and patcher are built in house, and patch distribution moved from FTP to content delivery network downloads over HTTP after the late 2023 stress tests exposed the bandwidth cost of the older approach. Headless bot clients were then written so that high player count load tests could be repeated on demand rather than only during public tests. The 2021 statement about the database layer specifically has not been reconfirmed since and should be treated as dated. See System Requirements and Development History.