Hold Your Dragons
a pitch deck

A very short pitch

Hi. My name is Igor Krutov, and I'm a game developer working on Hold Your Dragons.

Hold Your Dragons is a cartoonish adventure game built around a unique card-based puzzle mechanic. It’s like playing Adventure Time as a game: cartoonish and set in a fantasy world with a Munchkin Quest level of parody and irony, but instead of a fullscreen, the game space is built using cards. You control a character and do typical adventure game things: meeting other characters, collecting and using items, and solving puzzles. But to create the game world, you must place cards on the table in a specific way, which adds an extra layer of puzzleness.

The game features high-quality cartoonish cutscenes between chapters. Check out the intro.

The game is in active development. I have a small team already working on it for a while.

Interested? Watch a short pitch trailer, check out longer gameplay footage, or read a bigger pitch. You can also request a playable build — it’s a core part of the experience and already well-polished.


We are actively looking for a publisher to help with funding and marketing. Please contact us using this form.

Hold Your Dragons pitch trailer

A bigger pitch

About the game

As an ancient prophecy cast by a witch, the entire story unfolds on cards laid out across the table. As a player, you interact with these cards to form and reshape the world your hero travels through.


How it works:

The games has 2 modes. A card mode, where time is frozen and you rearrange cards. The cards should match with each other, with their backgrounds forming a unified game space. And an adventure mode, where the world unpauses and your hero travels between cards.


Otherwise, Hold Your Dragons looks like a classic adventure game: you move between locations, collect and use items, meet characters, help them, and solve puzzles.


The game has a developed lore. It’s a story about Shadowclaw and his journey through the Kingdom of Dragonia. The Radiant Princess Aveline Shimmerdale has been kidnapped and locked in a dark tower by the evil mage Zephyr. A prophecy, spoken by the witch Marigold, says that a hero will come and defeat the ancient creature Dragnarök, Zephyr’s loyal servant. That’s how the legend begins.

The game features high-quality cartoonish cutscenes between chapters. Check out the intro.

But Shadowclaw — a felinoid who has never heard of prophecies, dark towers, or mighty mages — joins the quest for a much simpler reason: there is a bounty. The problem is that only “real heroes” with swords are allowed. So before anything else, he has to find a proper weapon in this strange and whimsical world.

Info for publishers

Why the game should exist

As a fan of games like Machinarium, Samorost, Lost in Play, and Valiant Hearts, I believe that strong titles in this genre appear very rarely, and I always look forward to them. Our goal is to create the next game of this kind.


The team

I brought together a small team of me as a developer, an artist and QA, and together we have already completed a demo representing approximately 20% of the game.


I have 15 years of experience in game development, working on Flash games, PC, and mobile titles across different genres. I have worked both as a solo developer and in teams, taking on roles such as developer, technical artist, and manager.


Roadmap and budget

With proper funding, we aim to release the game in 2027. We have a clear budget and development plan and are ready to discuss the details privately.


What we need

Primary needs:
  • Funding
  • Marketing
Optional / additional:
  • Chinese distribution
  • Console porting

Please watch the pitch trailer below and the gameplay footage. You can also request a playable build — it’s a core part of the experience and already well-polished.

Gameplay footage
Screenshots
Cartoonish intro cutscene
  • a unique card-base mechanic (something very new)
  • a cartoonish ironic visual style (a strong visual identity)
  • developed lore (not just a gameplay but also a story)
  • non-text dialogues (not boring, easy to localize)
  • cartoon cutscenes
Features
What else? Watch the full demo walkthrough
Igor Krutov
An independent game developer bringing together a small international team from across Europe. Focused on original games with beautiful art and animation, rich lore, and strong storytelling.
Igor Krutov
Idea and execution
Jjar
Visual sorcery
Olexander Niefiodov
Trap testing and bug slaying

© 2026 Igor Krutov. All rights reserved.
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