Relic is an open format for taking a video game outside digital stores without giving up updates, DLC, and content control. This page explains how it works inside.
The memory in the statue's base is split into three independent spaces, each with its own write rules, encryption, and access policy.
The game files. Read-only, hardware write-protected. Always visible and copyable. Launcher encryption is optional; ownership never requires an account or a server. The user can archive, copy, or run the files without going through us.
Hosts Ember, the embedded app. Autorun is optional, no installation needed. If the system already has Forge installed, Ember hands off and exits.
DLC, patches, extra content. Writable only by authenticated apps. Every update is signed on the server and applied locally. The studio controls what lands on the chip.
You buy a Relic and it's yours. No terms to accept, no account, no server that can revoke your access. The game is on the device: take it, lend it, sell it.
Lose it, and you lose it. That's the trade-off, and it's intentional. It works like a book.
The game lives on the Relic. No database entry, no cloud account. It's physically with you.
No signup, no login. The statue is your access token.
The game boots without a network. The network is only used for DLC and updates.
Even without us, the files remain accessible to the user.
We produce in house: modelling, SLA printing, manual post-processing. Every piece is numbered. We're focused on indie studios who want an unconventional physical edition, sold as a collectible alongside the digital release.
We handle statue design, production, packaging, and software integration. The studio provides the game and defines the theme. Print runs and royalties are agreed title by title.
The launcher handles boot and path routing. The game must be portable and self-contained: no trace left on the user's system.
Windows is the current platform. The game must be fully portable: no installer, no writes to %APPDATA% or the Windows registry. Every file must live inside its own execution directory.
Linux and macOS support is in development.
The launcher starts the game passing two environment variables: GAMEFIGURES_FLUX_PATH points to the Flux partition, GAMEFIGURES_DRIFT_PATH to the Drift partition. Save files must be written to Flux, not %APPDATA%, so they stay on the device alongside the game.
A manifest.json at the game root with title metadata: game_id, title, version, executable, cover_image, developer, and the drift_content list. Plus a standalone executable. Cover image is optional.
No internet connection required at launch. Network is only needed for optional updates and DLC.
TypeScript SDK available now. Native support for the major game engines (Unity, Godot, and Unreal Engine) coming soon.
One archive with manifest.json, the executable, and an optional cover. No installer to configure, no proprietary packaging tool.
Write to us. We'll show you a prototype, the numbers, and how it would work with your title.
info@gamefigures.tech