November 4, 2025
Games Lift: Hacking and snacking with Project Slimepot
They impress the Games Lift Incubator as a flexible team, capable of rapid progress. No wonder: The four professionals behind Project Slimepot have real experience working together.

The goal is to develop something “that we can stand behind and be proud of,” says Sebastian Baier. That's why Calluna Games, after meeting at a previous job in another company, is now working on something completely different. And that's why their progress seems remarkably fast. The four know each other, function well together, and have managed to take their project from the starting line to the Games Lift Incubator within just a few months.
“We’ve been a team for two years,” explains Franziska Neu. She is the generalist of the quartet, programming and focusing on project management. Sebastian is the game programmer, responsible for everything technical. Art director Inga Kriz comes up with character designs and is responsible for all visual elements from animation to UI, including environmental storytelling. And Moritz Biederbick had the original idea, including the catchy genre descriptor “Hack 'n Snack”; he is the project’s game designer and writer.
Slay, Cook, Serve
Inspiration for Project Slimepot came with the anime hit “Delicious in Dungeon,” Moritz explains. He liked the idea “that you're trapped in a dungeon and you have to consume monsters to survive.” He came up with a couple of concepts but did not develop them any further. That changed months later, when he and the team were looking for the right project. Moritz’ idea sparked their creativity. They enjoyed working on it, with everyone contributing ideas.

Even though ingredients are subject to change, the basic recipe remains the same. Project Slimepot thrives on switching between different game elements – exploring the dungeon and defeating monsters, preparing delicious or at least helpful dishes from the monster parts, and finally serving them up. The game loop is “Slay, Cook, Serve”. Several popular genres are in the mix: action-adventures (fighting and exploring), crafting (cooking), and strategy (serving the food).
But the four remain quick to adapt and change the project given the right inspiration. After weeks of workshops, some revisions have been made. In the interview, the team highlights useful suggestions all pointing to the market and the audience: a deep look at the project in Michael Schieben’s Product Field Workshop, competition analysis with Cassia Curran, basics of modern game marketing with Thomas Reisenegger.
An adequate amount of cooks
Project Slimepot now shows a clearer focus. Action-packed combat and crafting appeals to a different audience than cozy tavern management. In reflection of that, the game has been slimmed down a bit. Instead of opening a tavern, the hero now cooks for his entourage and himself. The challenge now lies in cooking and serving the right dishes in order to grow a more competent and powerful team of adventurers.
The setting has also gained a sharper focus, with German fairy tales as a more specific frame of reference and a new hero: In a recent artwork, a rugged white bunny with a red eye peeks into the dark. Inga explains the twist that a character that is proverbially known as a coward in Germany is particularly brave in this game. He dares to enter a “really dark fairy tale universe”.

That leaves Project Slimepot as a title with a clear creative vision, and a scope that the four professionals in the team can realistically handle. ‘Realistic’ remains a key word in approaching the next steps. Another year or two are certain to pass before a possible release. Right now, the team is preparing to found a company, working on proof-of-concept gameplay demos and planning the next steps in financing the project.
Calluna Games appear remarkably clear-eyed when talking about their creative project. They have understood that as a small team, they must be quick and nimble in order to survive not only in the incubator, but in the market as a whole. While their plans may be very clear, they remain open. Where exactly will the project be in a few months? “Let's say it will be a surprise,” says Sebastian and laughs. “For all of us.”











