
Tactile Mechanics. Psychological Friction. We Engineer Uncompromising Realities.
Built in Baku under Azedev. Shipped to players on Steam Deck and PC — no publishers, no compromise.
The Manifesto
Simurq Plaza · BakuWe are not an outsourcing shop. We do not make games for corporate clients. We make games because we believe interactive worlds can explore psychological depth and emotional weight in ways that passive media cannot replicate.
From the claustrophobic corridors of orbital research observatories to clandestine industrial salvage operations, our productions are unified by a singular aesthetic philosophy: uncompromising atmosphere and tactile mechanics.
Our catalog is intentionally focused. Every world we ship represents hundreds of hours of precise acoustic tuning, spatial worldbuilding, and gameplay refinement.
The Four Pillars
Autonomous IP
We do not work for hire or build for algorithmic trends. Every production is an original world we conceived, designed, and developed with unwavering creative ownership.
Acoustic Architecture
In our worlds, sound is not an afterthought. Every game begins with an acoustic palette — analog synthesis, sub-bass resonances, and spatial tension that dictate mechanics.
Mechanical Honesty
We believe interactive entertainment should be tactile. Every button, lever, terminal command, and component in our games operates with physical and systemic consequence.
Intentional Scale
A small studio makes considered decisions. We do not pad runtime with procedural filler. We build compact, dense, unforgettable interactive experiences.
Studio Core Collective
Yusif Azizov
Architecting studio vision, core systemic mechanics, tactile tension design, and auteur worldbuilding across all IP productions.
Mirac Can Oral
Engineering custom technical pipelines, engine architecture, multi-threaded optimization, and low-level subsystems.
Taghi Rahimov
Oruj Muslimzada
Developing high-precision systemic simulations, physics interaction models, custom collision matrixes, and performance pipelines in Unreal Engine.
Zulfu Novruzlu
Karim Aliyev
Crafting dense industrial architectures, intricate mechanical components, physically-based shaders, and high-fidelity atmospheric lighting.
Eljan Ahmadov
Constructing claustrophobic pacing, acoustic flow paths, and environmental puzzles across dystopian chop-shop facilities.
Mahammad Mahammadzada
Directing production milestones, cross-discipline pipeline synchronization, and studio operations at Simurq Plaza.
Simurq Plaza, Khatai · Baku
Operating from Simurq Plaza (Creative Center) in Khatai District, Baku, Azerbaijan under Azedev. A focused collective of game designers, programmers, and sound artists crafting strange, atmospheric, and uncompromising interactive experiences.
- Narrative Architecture & Systemic Worldbuilding
- Analog Acoustic Synthesis & Procedural Audio
- Stylized Shading & Environmental Physics
- Custom Game Logic & Multi-platform Architecture
Direct Studio Channels
For publishing inquiries, press access, or technical discourse: