Silent Thread is a game studio from Medellín, Colombia. It started as the work I did after hours.
Made after hours
For years I built products for other companies. That was my main thread: the work everyone could see, with someone else’s name on it.
At night, on one machine, I kept building my own things. Small games, plugins, dev tools nobody asked for. That was the silent thread.
In code, a background thread keeps working while the main program gets the attention. In nature, a silk thread is the line a spider drops on: almost invisible, strong enough to hold its weight.
Silent Thread is that second thread becoming a studio.
What we’re making
The first game is Raccoon Heist. A raccoon wins the worst casino in town, and the Rat Mob wants their cut. It’s a casino roguelite in 2D isometric pixel art, made in Godot, on PC first and headed to Steam.
Next to the games there is the Lab, where the tools live.
How it’s made
Silent Thread is one person for now. I set the design and the direction, and I review every asset.
Every game here is engineered. It starts from a written design and a decision log: each call, why it was made, and what it beat. Bigger technical choices get their own architecture records. The art direction gives every character one canonical model sheet, and every asset is checked against it.
Code ships through automated tests and a determinism check that replays whole nights and requires identical results. Art ships through a pipeline that snaps every frame to the game palette, aligns it to one scale and floor line, and fails the build when anything drifts.
AI is one of the tools inside that process. It helps generate art from the canonical sheets, and it helps write and test code. Everything it produces goes through the same tests, checks and review as everything else. AI-assisted art is labelled concept art wherever it appears here, and gameplay footage is labelled in development.
What this devlog is for
Short posts about real progress: what got built, what we decided and why, and what comes next. No countdowns, and no dates I can’t keep.
The first Raccoon Heist devlog is up next to this one.
Quiet name. Loud worlds.
Esteban Estrada, founder
Follow along on X: @silentthreadhq for the studio, @Codestz_Dev for me.
