The Quality Time Game Company

The world's first quality time machine.

An analog gaming console for the people in the room — no phones, no feeds, just the kind of night that gets remembered.

Limited first run. A few emails a year — only when there's something worth looking up for.

WAITLIST EDITION Nº 001 SUMMER 2026
Follow the falling star
Our mission

To make the time we spend together count for more.

We all have cherished memories of game nights with family and friends. But today those games are collecting dust in the closet while most of us stare at our phones.

We're artists, and we're taking a different approach: a tabletop console designed for laughter, conversation, and the people in the room. The kind of time that doesn't get recorded, but gets remembered.

From the workshop

How the magic gets made. (Roughly.)

Somewhere between a sketchbook and a machine shop, the console is taking shape. These plans are exactly as our engineers left them — blue pencil, smudges, marginal arguments and all. If you can see the gears, we built it wrong. So we drew you the gears instead.

THE QUALITY TIME CONTROLLER
vision by upper management, arrows by upper upperv management
Hand-drawn engineering sheet of the Quality Time controller — a wedge-shaped deck with two small displays, a dial, and one very big button, annotated in an excited engineer's handwriting.
THE ANATOMY OF A TURN
about one marble long
Hand-drawn diagram tracing how a turn works, from an emphatic button press through an improbable chain of gears and a marble to the final reveal.
how a turn works — the honest version is smaller and has fewer marbles
THE QUALITY TIME CONSOLE
about one table wide
Hand-drawn engineering sheet of the Quality Time console — the tabletop hub with its microphone, light dome, game brain, and connections for up to eight controllers, labeled in pencil.
THE SEVEN DOORS
not drawn to scale — nothing here is
Hand-drawn sheet mapping the seven doors of game creation — a hallway of illustrated choices for dressing up, re-ruling, and recycling games.
the click, considered
Exploded view of the big button, its dome, diffuser, spring, and click mechanism spread out piece by piece.
the brain, exposed
Exploded view of the controller's electronics — the brain board and glowing LED squares with their hand-scrawled wiring notes.
QTG-01 · REV C · SHEETS PINNED AS FOUND
What we believe, stubbornly
i.

People first.

The best memories don't need an algorithm or a feed. They need the people who matter — and a reason to look up.

ii.

Simplicity is magic.

If you can see the gears, we built it wrong. Our craft is making the technology disappear so the wonder doesn't.

iii.

Memories over metrics.

Helping people make lasting memories matters more than chasing shallow metrics — and it's the foundation of a business built to last.

Play time!

The games are ready for their toughest critics.

Over the coming months we're running play tests — real tables, unreleased games, and the people all of this was built for. Some sessions will be quiet and scientific. Most will not.

We're also opening a game-testing internship program for kids with a spark for gaming, robotics, software development, or the creative arts. Interns play games nobody else has played, break them, tell us exactly why, and see how a game console actually gets made — the drawings, the code, the machines. Serious résumé material for anyone still doing homework.

Ways to get involved
The socials

Follow along

Sheets from the workshop, playtest dispatches, and the occasional puff of steam — as they happen.

The program

Write to us

Want a seat at a play test — or know a kid who was born for this? The inbox goes straight to the people running the program.

Email the program
The list

Join the mailing list

Playtest invitations and internship announcements reach the list before anyone else. No spam, occasional confetti.

Join the list

Be there when it's time to play.

The list hears everything first.