# The Old Ones

*2026-02-10 — Studio — By Kim*

> Morgondag's full back catalog is now on the site — from hand-painted iPad games to terminal hacking puzzles. A brief look back at where it all started.
We added our older games to the site. The ones that came before RymdResa and Imprint-X — the small iPad games, the experiments, the collaborations.

## Digging through the archives

There's **Paper Moon**, where we painted levels with acrylics on canvas and scanned them into an iPad game. **Raspberry Hunt**, a Box2D physics thing built on an iPad I imported from London before they were out here. **Marisol**, a platformer we made with Unga Klara theater. **Springa**, an auto-runner with variable gravity that was our first app to pass Apple review. **Cryp70n1c**, a terminal hacking puzzle game where error messages were your only hints. **Bunny Moon**, procedurally generated pixel art bunnies — yes, we made a small NFT series of them too, not our proudest moment. And **16-Bit Beat**, a rhythm game we built multiple versions of and still have licensed music for somewhere.

They're all on the games page now, with screenshots and write-ups.

## Why list them

The new site needed to feel complete. And these projects were just sitting on old hard drives. They're small and rough, but they're part of the story. Looking at them together you can see the same threads running through everything — the atmosphere stuff, building our own tools, trying weird things.

We made plenty of prototypes over the years that aren't listed here. These are the ones that actually shipped or atleast got compiled, even if shipping sometimes just meant getting through App Store review.

It felt good to put them somewhere. Like cleaning out a studio and finding old sketches.
Speaking of which, there's a lot of art and animated pixel art laying around too...

## Questions & Answers



*Questions about the article, answered by the developer.*



**1. You called the Bunny Moon NFTs "not our proudest moment" — what made you do it in the first place, and how fast did the regret kick in?**

Well the procedural bunny generation was on point and you could use that for a lot of different gameplay scenarios. But using it to generate 100 NTF bunnies diden't really bring that much value to the world. 

**2. Cryp70n1c sounds like it was designed to frustrate people on purpose — where's the line between a cryptic puzzle and just being mean to the player?**

Where is the love for command-line and terminals! 
Terminal gameplay lets you create more of a mental model of the world as any textbased adventure.

**3. You literally painted canvases and scanned them into an iPad for Paper Moon — was that a genuine aesthetic choice or did you just not know how to make game art digitally yet?**

Asthetic choice! We came from a traditional art background, acrylic dries faster then oil. 

**4. You mention prototypes that never shipped — what's the one that got away, the thing you still think about?**

nah creative exploration is great, there are many protoptypes that will never see the light of day.

**5. You teased pixel art and other artwork "laying around" at the end — is that a setup for selling prints or something, or are you just thinking out loud?**

We have sold prints, but that dragged to much attention to selling art then to make it. Maybe we should just start sharing it a bit more. Like digital artbooks etc. 

**6. Looking at the thread from Springa's variable gravity to RymdResa's space exploration to Lunar Soil now — do you feel like you've been circling the same idea for a decade, or has the through-line only become obvious in hindsight?**

We do got a science-fiction expression for sure. 
Maybe it just have advanced a bit both with the grand vision and game design ideas I want to pursue. 


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*Canonical URL: https://morgondag.io/news/morgondag-legacy-games*