February 13, 2026
Most games optimize for presence: long sessions, repetitive loops, and engagement metrics that punish real life. Marita is designed for command authority — short sessions, high decision density, and consequences that unfold asynchronously.
Read more →
February 11, 2026
There are no games for executives. Not easy games, not mobile games, not patronizing brain training apps. We're building a game that engages the specific cognitive skills senior professionals use every day.
Read more →
February 11, 2026
Fair question. We use large language models for the natural language command interface, but the universe underneath is fully deterministic physics simulation. The crew is the interface. The universe is the authority.
Read more →
January 29, 2026
Your competitive advantage is judgment quality, not available hours. Standing orders execute autonomously. Doctrine determines outcomes when you're not watching. No raid schedules. No grinding.
Read more →
January 22, 2026
Every space game you've played has given you a god's-eye view. Information moves at 299,792 kilometers per second, and that number is not negotiable. It is the structure of spacetime itself.
Read more →
January 15, 2026
For thirty years, the games industry has sold a flattering lie: that clicking faster makes you a better commander. Real command is about intent, not actions per minute.
Read more →