Independent software & game studio / Est. 2026

Useful tools.Strange worlds.

Forged after hours.

Smidveld is my studio for building the software I needed and the games I wanted to play.

Enter the work
A luminous blue glass anvil with its reflection

A story worth keeping. A mind given room. A strategy world built to outlive its first set of rules.

Sagaveld

FOR THE STORYKEEPERS

Your table's story, kept.

Sagaveld records your tabletop session, preserves its people and lore, and turns the night into a written chapter.

Visit Sagaveld
Anya, Bryn, Marin, Kestra, Alarick, Brakkus, and Aurelius sharing a firelit camp
THE PALE WELD / CAMPAIGN MEMORYThe table ends. The saga remains.

Hugfesta

FOR CROWDED MINDS

One honest next step.

Hugfesta turns a crowded ramble into one clear next step—and welcomes you back without guilt when life interrupts.

IN DEVELOPMENT

THE GARDEN / RETURN WITHOUT DEBTNothing broke while you were away.
Hugfesta's gold engraved tree with visible roots

Game Over

FOR NOSTALGIC STRATEGISTS

Three ways to play.

Game Over is a modern strategy world for tower defense, hero battles, and player-made modes—beginning with the playable Hollow Front demo.

Play Hollow Front
Jason, Brakkus, Anya, Kuri, and Serina encircled by raiders and the Hollowed

One shared world.
Three distinct games.

01

Playable now

Hollow Front

Build the route, place defenders, and survive the waves.

02

In development

Warband

Fast, hero-led battles with the energy of classic custom maps.

03

Planned

Forge Mode

Create maps, rules, and entirely new ways to play.

The front is live.

Build the line, command your heroes, and hold through twenty waves in the first playable Game Over mode.

LIVE BUILD / DESKTOPCLICK INSIDE TO PLAY
Hollow Front tower-defense gameplay during an active waveOpen the playable demo Open Hollow Front full screen

Built in the hours
that were mine.

I work in healthcare. It is meaningful work, and it can be exhausting. Smidveld began in the hours after—when the day was finally mine. I wanted more freedom, more room to play, and a place to build the ideas I kept wishing existed.

Sagaveld came from wanting our tabletop stories to survive the night. Hugfesta came from wanting a task system that helped without becoming another source of pressure. Game Over came from missing strategy games that trusted players with enough freedom to surprise even their creators.

I have spent years using software and thinking: this could be clearer, more thoughtful, more useful. Eventually, I stopped waiting for someone else to make it.

Everything at Smidveld is built with one goal: when you use something I have made, I want you to feel the thought and care behind every choice.

Jacob Founder / Smidveld

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