Leaving behind the chaos of plain text to structure and organise your production documentation in typed blocks. That, literally, is what it does.
Game design is one of the most structured things that exist: systems, states, formulas, tables, enums. And yet we still write it in plain text documents.
A GDD lives across dozens of pages nobody maintains, loose spreadsheets and in the heads of three people. When the engine needs a value, someone copies it by hand. When it changes, nobody finds out.
We believe game documentation should behave like the game: typed, versioned and machine-queryable. Not a document that describes the system, but the source of truth the system consumes.
That's Strudo.
About us
Born from a 180-page GDD nobody read.
At Iberante we'd been making games for clients and ourselves for years. And in every project the same scene repeated: a huge GDD in Notion or Google Docs, full of pasted tables, outdated formulas and sections that contradicted each other.
The programming team had their own values in the code. Design had different ones in the balance sheet. Production didn't know what was inside the vertical slice and what wasn't. The documentation wasn't a source of truth — it was a museum.
We tried every generic tool available. None of them understood that a weapon enum is different from a paragraph, or that the engine should be able to read it. So we built the one we were missing.
Search with Ctrl+F and luck.
Filterable by system, department and priority.
Every change, an opportunity for error.
The build reads the pinned GDD. Zero manual copying.
A studio building its own tool.
Strudo didn't come from an incubator or a pitch deck. It came from Iberante, an independent studio based in Spain that got tired of documenting like it's 2009. We use it in our own games before showing it to anyone.
Iberante is founded in Spain as a development studio.
The GDD pain reaches its limit. The internal Strudo prototype begins.
MVP in development. First external studios joining this quarter.
What's coming, no hype.
We build in the open with the first studios. This is what's on the table.
Beta Access - Primeros usuarios probando Strudo
Individuals and studios using Strudo with real documentation, giving direct feedback ahead of the paid launch.
Strudo Launch
Public launch with both a free plan and a paid Studio plan available, no invitation needed.
Library
Start a GDD or LDD without a blank slate. Curated templates, ready to customize.
Production view
Turn documented systems into tasks with status, without duplicating the work in another tool.
Localization panel
A dedicated translation/localization panel that translates dialogue directly from the original source. If the source changes, the translation is immediately marked as out of date.
Enterprise Access
Built for larger studios, with additional security and centralized access management features.
Build with us from the start.
The first studios shape the product. If you document games and hate doing it, let's talk.