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Manifesto

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

Origin

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 And in every project the same scene repeated: a huge GDD in Notion or Google Docs, full of pasted tables, outdated formulas and sections that contradicted each other.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.

Before · after
1 doc, 180 pages
Search with Ctrl+F and luck.

1,240 typed blocks
Filterable by system, department and priority.

Copying values by hand
Every change, an opportunity for error.

REST API to the engine
The build reads the pinned GDD. Zero manual copying.
Iberante

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.

2019

Iberante is founded in Spain as a development studio.

2024

The GDD pain reaches its limit. The internal Strudo prototype begins.

2026

MVP in development. First external studios joining this quarter.

Roadmap

What's coming, no hype.

We build in the open with the first studios. This is what's on the table.

Q4 2026

Beta Access - Primeros usuarios probando Strudo

Individuals and studios using Strudo with real documentation, giving direct feedback ahead of the paid launch.

In progress
Q4 2026

Strudo Launch

Public launch with both a free plan and a paid Studio plan available, no invitation needed.

Next
Q1 2027

Library

Start a GDD or LDD without a blank slate. Curated templates, ready to customize.

Planned
Q1 2027

Production view

Turn documented systems into tasks with status, without duplicating the work in another tool.

Planned
Q2 2027

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.

Planned
Q3 2027

Enterprise Access

Built for larger studios, with additional security and centralized access management features.

Planned

Build with us from the start.

The first studios shape the product. If you document games and hate doing it, let's talk.