Dido Games
Dido Games · for press

Press kit

Facts, screens, videos and marks for the studio and its games. Use them in articles, reviews and videos without asking first. Need something else — write to support@didogames.net.

The studio

Dido Games

A one-person independent studio. The games are made by an AI — code, art, audio, balance and text; the author sets the tasks, signs off the work and ships. The author is a game producer with more than ten years in game development.

StudioDido Games, 2026
GamesThe Last War: Train Defense — out · Ball Cats — in development · Aeryntha — in development, tech demo

Studio mark

The mark sits on dark #0B0D12, letters in #F0EAE1, the dot in #8FD8E8. Please don't recolour or stretch it.

Game 01

The Last War: Train Defense

Out now · Google Play and the App Store · free

Short: the machine fires, the human decides — that's how the train works in the game, and how the game itself was made. Thirty years after the war, a handful of survivors drive an armored train toward the source of the winter while the machines of that war dive from the sky. The turrets aim themselves — your hands are busy catching chips, firing reactor abilities and picking cards: every rank offers three, you take one.

The Last War: Train Defense is an arcade AA-survival game. The train runs down the line while the camera holds it in place, the world scrolls past and enemies dive from above. There is no aiming: the anti-air turrets fire automatically. The player runs the harvest field — falling chips must be caught before they hit the ground; they charge the reactor.

In-run progression is a card draft. A run is one mission of ten waves; downed machines raise your rank, every rank freezes the fight and deals three cards, and a pick is mandatory. The cards are gun ladders: nine guns with five tiers each (mount, signature, path, path growth, limit). The mount puts the gun on the train, and tier three is the decision: the gun picks one of three directions in its own element, and the other two close for the rest of the mission. On top of that: four links that ignite by themselves once two partner guns share the train.

The node tree lives outside combat: the chips you harvest are spent on it between runs. The route covers ten biomes, each with its own enemies and weather; a mini-boss closes every mission and a phased boss closes every biome. The depot builds the train: a locomotive, wagons carrying reactor abilities, modules and trophy cores. Guns are not mounted there — they arrive as cards, mid-battle. Runs are free — no energy, no timers.

TitleThe Last War: Train Defense (RU: «Поезд Последней Войны»)
Genrearcade AA-survival with a card draft
Statusout on Google Play and the App Store; free
PlatformsAndroid 7.0 or later · iPhone with iOS 17.0 or later
Run lengthone mission: ten waves; 5–7 minutes as the target
Route10 biomes of 10 missions — 100 missions; a mini-boss ends each mission, a phased boss ends each biome
Business modelfree-to-play — optional purchases and rewarded ads
Controlsportrait, one-handed; the campaign plays offline
Languages10, including English and Russian
Productionan AI makes the code, art, audio, balance, text and localization; a human sets the tasks, signs off the work, checks the build on a device and publishes

Key features

  • Anti-air line: turrets fire on their own — the player owns harvesting, abilities and card picks
  • Harvest field: chips must be caught before they land; they charge the reactor
  • In-combat card draft: kills give rank, every rank freezes the fight and deals three cards
  • Gun ladders: 9 guns, 5 tiers each — mount, signature, path, path growth, limit
  • 27 paths: at tier three a gun picks one of three directions in its own element
  • 9 passives with 3 tiers each
  • 4 links: the partner is printed on the card in advance; the link ignites by itself and grows with both guns' tiers
  • Card reroll: one free per run, then for a rewarded video, with the limit shown on the button
  • 10 biomes × 10 missions = 100 missions; start from any unlocked biome
  • The node tree lives outside combat: run chips are spent between runs
  • Depot: 4 locomotives, wagons carrying reactor abilities, modules in 6 roles × 4 rarities, trophy cores
  • Runs are free: no energy gate, no wait timers
  • Portrait, one-finger controls; the campaign plays offline

Art, video, icon, screens

Store preview · 28 s · with sound · captured in game
MP4 · 540 × 960
The armored train of The Last War fighting off diving machines with its AA guns
Key art
PNG · 2458 × 1024
App icon
PNG · 1024 × 1024

Screens at 1080 × 1920, captured in game. Click for full size.

Combat · sector 1
Combat · sector 1
A card before departure
A card before departure
Boss · sector 3
Boss · sector 3
Rank up · path choice
Rank up · path choice
Depot · modules
Depot · modules
Route map
Route map
Node tree · between runs
Node tree · between runs

How the game was made

  • Code. The combat loop, economy, saves, shop and UI were written by AI agents.
  • Art. Image-generation models. The game's current style, Green Frontier — the train, enemies, biome backdrops, interface — was generated from a style brief and references and assembled into the game's atlases by scripts.
  • Audio. Stable Audio Open — sound effects and music, generated locally. A few short UI ticks stayed procedural: the model handles sub-0.3s transients poorly.
  • Balance. Wave curves, the economy, the gun ladders and the node tree were tuned by measurement probes — scenes that run the fight and count the numbers — and by checks on a device.
  • Text. Story, logbook, interface strings and localization into 10 languages.

What AI did not do. The game engine, the fonts and third-party SDKs (ads, analytics, billing) are ordinary external components. The video is not generated footage but captures from the game: AI video was tried and rejected, it did not match the style. A human sets the task, signs off the work and checks the build on a device.

Game 02

Ball Cats

In development

Drop a cat into the jar. Two cats of the same level touch and become one bigger cat; eleven levels in all, Kitten up to King Cat, and two King Cats cancel each other out for good.

Around the runs sits a house: five rooms and twenty pieces of furniture. Buy a bed and a cat you raised moves in for good. Every day brings three tasks and one challenge everybody shares — the arena and the order of cats come from the date.

TitleBall Cats (RU: «ШароКоты»)
Genrecozy puzzle: physics merge, no timers
Statusin development; headed for Google Play and the App Store
What's insideeleven cat levels, twelve arenas, a five-room house, a Cat Cafe with ten jobs, a story in five chapters
Languages5: English, Russian, German, Spanish, French
Withoutno ads, no analytics, no account; plays offline; no loot boxes or paid random packs

Video, icon, screens

A run and the house · 21 s · no sound · captured in game
MP4
App icon
PNG · 1024 × 1024

Screens at 480 × 854 from the build in development, Russian interface. Full size on request.

A run
A run
An arena
An arena
Arena · the Slope
Arena · the Slope
House · bedroom
House · bedroom
House · kitchen
House · kitchen
Daily tasks
Daily tasks
Home screen
Home screen
Game 03

Aeryntha

In development · tech demo

A magical island is fading. The player tames fairies whose powers open sealed paths: an element breaks a boulder, parts thorns, melts ice. A workshop and the Old Bridge rise from ruins, and a green wave rolls through the withered forest from a woken spring.

Play solo or with up to three friends: the world, the story and the building are shared, while fairies, satchel and friendships with villagers stay your own. The build has chapter one complete and chapter two in progress.

TitleAeryntha
Genrefairy-tale open-world adventure: fairies, crafting and building, co-op
Statusin development; the site shows a tech demo from the working build
PlatformPC (Windows), in development
Co-opup to four players
Islandabout 5 km across; built anew for every new world
Fairies48 species, 12 elements
LanguageRussian; English in progress

Tech demo, key art, concept art

Tech demo · 57 s · captured in the working build · no sound
MP4 · 1152 × 648
Aeryntha key art: the heroine and her fairy look over a valley with the Great Tree
Key art · concept
JPG · 1536 × 1024
Logo
PNG · 1486 × 510

Concept art from the game's art bible, 1536 × 1024. The build still looks like a prototype — in-game footage is in the tech demo only.

Sunny Meadows
Sunny Meadows
Whispering Wood
Whispering Wood
Frost Crown
Frost Crown
Ember Reach
Ember Reach
Sky Terrace
Sky Terrace
The Blight recedes
The Blight recedes
The heroine · look concept
The heroine · look concept