# Tin Coffins press fact sheet

A mech roguelite shooter where the pilot is a version number.

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| --- | --- |
| Developer | Nathaniel Voorhies, working as Hexmonger (solo developer) |
| Publisher | Hexmonger (self-published) |
| Platforms | Windows, macOS and Linux (Steam) |
| Release | December 2026 on Steam. A free demo is on Steam now |
| Price | US$9.99 on Steam |
| Genre | Third-person mech roguelite shooter |
| Players | Single-player campaign; online co-op for up to four players (Steam, or LAN) |
| Input | Controller (full support, adjustable aim assist), or keyboard and mouse |
| Languages | English (interface, voice and subtitles) and Japanese (interface and subtitles) |
| Engine | Godot 4.6 |
| Website | https://hexmonger.com/tin-coffins/ |
| Steam | https://store.steampowered.com/app/4943260/Tin_Coffins/ |
| Trailer | https://www.youtube.com/watch?v=BPC2aFWPEKE |
| Press kit | https://hexmonger.com/tin-coffins/press/ (screenshots, 4K stills, logos, key art, video links) |
| Contact | press@hexmonger.com |

## In one sentence

Tin Coffins is a cel-shaded third-person mech roguelite shooter in which a
cloned pilot fights short, lethal squad battles through procedurally generated
cities, and each death hands the controls to the next clone.

## Short description (about 60 words)

You are Talon-22, a combat clone printed this shift, and twenty-one of you
didn't come home. A cel-shaded mech roguelite shooter: short, lethal squad
battles through procedurally generated war-torn cities, against enemy squads
that flank, suppress and hold the line. Die, and the next you deploys. Up to
four pilots can fly together in co-op.

## Long description

*WAKE PROTOCOL: LINE TALON, ITERATION 22. ENGRAM RESTORE: COMPLETE. TERMINAL
TRIM: 00:01:28. GOOD MORNING, TALON.*

You are a combat clone, the twenty-second of the Talon line, piloting a
humanoid mech at infantry scale through short, lethal missions in war-torn
cities, with your squad at your back. When you die, the war doesn't rewind. The
front line keeps what you won and lost, the casualty board takes your name, and
the next iteration of you wakes up to keep fighting.

This is not a game about being a god in a giant robot. You are a soldier in an
armored suit. Cover, sightlines and reload windows decide fights, and mechs
die in seconds under sustained fire, you included. Lose an arm and keep
fighting. Lose your head and your radar and radio go with it. Lose your torso or
your legs and you go down.

The enemy fights as squads. Each one has a commander handing out roles (anchor,
flank, suppress, overwatch, retreat) to pilots who decide for themselves when
to peek, push, reload and fall back. They see you by line of sight and hunt
where they last saw you; pop smoke and they lose you. Your own four wingmates
take orders over a comms radial and answer on the radio, and when that isn't
enough you can call the support you signed out before the drop.

A run is four sorties on one life, with no respawns. The salvage you bank buys
frames and weapons that outlast you, and every sortie moves a front line across
three theaters of war. Complete the cycle and you retire to the colonies.
That's the deal. But the iterations before you learned to leave messages where
the scrub can't reach, and the messages in your journal are from you.

You don't have to fly alone. Outside the campaign, up to four pilots can fly
sorties together in online co-op, with AI pilots in any empty seat. Invite
friends through Steam, share a squad code, or press RANDOM SQUAD to join
strangers, and talk over push-to-talk voice chat. The free demo has co-op too.

## Features

- **A soldier in a suit, not a god.** Lethal, cover-based fights in which
  positioning beats reflexes. Friendly fire is real for everyone, and your
  wingmates check their line of fire before they shoot.
- **Four-player co-op.** Two to four pilots fly sorties together outside the
  campaign, with AI flying any empty seat. Join through a Steam invite, a squad
  code or RANDOM SQUAD, talk over push-to-talk voice chat, or play over LAN.
  The free demo has it too.
- **Enemies that fight as squads.** Commanders assign roles, and pilots peek,
  suppress, take cover and fall back on their own. Rookies lose their nerve
  under fire and drop off comms; veterans hold the order.
- **Command your squad.** Four wingmates, more on the big operations. Tag,
  flank left or right, overwatch, follow or disengage, and call in an artillery
  barrage, a lance of reinforcements or a block on enemy landings.
- **Three frames.** Light, medium and heavy, each with its own way out of
  trouble: the light's boost-dash and jump pack, the medium's dive-roll, the
  heavy's thruster lurch and braced stance. Nine weapons, from autocannons and a
  marksman rifle to guided missiles, siege rockets and smoke walls.
- **Per-limb damage.** Arms and the head can be lost without dying; the torso
  and legs cannot. A paper-doll HUD shows what's left.
- **A war that keeps score.** Five mission types (purge, sabotage, extraction,
  seize and defense) and multi-stage operations that chain them. Each one is
  fought in its own procedurally generated city, by day, at dusk, at night or
  under a toxic haze, with dropship insertions, reinforcement drops and a siege
  tank that has to be taken from behind.
- **Tactical Replay.** After a sortie, scrub through the fight and see what each
  enemy pilot knew about you against where you really were, and what their
  commander ordered.
- **Echoes.** Dead drops left where earlier clones fell, and transmissions on a
  channel Command doesn't log, signed by earlier Talons.
- **No account, no telemetry.** The campaign plays fully offline. Fourteen
  achievements, English and Japanese, colorblind modes, subtitles, and a
  scalable UI and HUD.

## Generative AI, stated plainly

**Made with AI tools:** the squad's mechs are modelled by script in Blender from
concept designs made with AI image tools, and the HUD's damage diagram is traced
from those designs. The collision shapes of some city buildings started as
AI-generated 3D models; the city you see is built from a hand-scripted kit. AI
tools helped draft and edit the game's text, including mission briefings and
story transmissions, and its Japanese translation.

**Made by people:** the enemy mechs, the dropship, the drop drones, the siege
tank and the weapons, all modelled by script in Blender with no concept art.
Every line of voice in the game was recorded by a person. The music is
first-party or from licensed music libraries, and the sound effects come from
human-made sound libraries.

**Generated while you play:** nothing. No generative model runs in the game,
and the enemy pilots in the campaign run hand-written behaviour.

## Streaming and video policy

You are welcome to stream, record and monetize video of Tin Coffins on any
platform, and you do not need to ask first. Screenshots and art from this kit
may be used in coverage of the game. We'd appreciate a link to the Steam page.

## Credits

- Design, code and direction: Nathaniel Voorhies
- Music: original score by Nathaniel Voorhies; soundtrack by Kyuhee Voorhies;
  additional music from Ovani Sound
- Voices: Vivienne Voorhies (the Mechanic), Maximilian Voorhies (Kestrel),
  Nathaniel Voorhies (Vanguard, Ember, Wraith)
- Sound effects: Ovani Sound, the Sonniss GDC Game Audio Bundles, and Stormwave
  Audio
- Animation: Mixamo (Adobe)
- Fonts: Michroma by Vernon Adams (the logotype), Noto Sans CJK JP
- Engine: Godot 4, with Jolt Physics

## About Hexmonger

Hexmonger is the independent game studio of Nathaniel Voorhies, who worked on
GPU architecture at NVIDIA and on machine-learning accelerators and their
compilers at Google before turning to games. It makes small games with deep
systems underneath: sand that behaves like sand, cities that generate
themselves, and stories that ask you to understand rather than fight.

| | |
| --- | --- |
| Studio | Hexmonger |
| Founder | Nathaniel Voorhies, solo developer (design, programming, writing and music). Previously GPU architecture at NVIDIA and machine-learning accelerators and their compilers at Google |
| Business | Sole proprietorship: Nathaniel Voorhies, doing business as Hexmonger |
| Based in | San Mateo County, California, USA |
| Engine | Godot 4, for every game |
| Games | **Castles in the Sand**: a cozy beach-building game with real water. Out now, free on iPhone and iPad and in the browser on itch.io; Android to follow<br>**Cozy Necromancy**: a cozy mystery RPG with no combat. Steam, expected October 2026, with a free demo now<br>**Tin Coffins**: a cel-shaded mech roguelite shooter. Steam, expected December 2026, with a free demo now<br>**Goblin Hunt**: a top-down fantasy RPG drawn in pen-and-ink black and white. In development for phones, tablets and browser |
| Principles | No accounts. Ads never interrupt play and can always be declined. Every privacy policy is published and versioned in the open |
| Website | https://hexmonger.com |
| Contact | press@hexmonger.com, support@hexmonger.com |
| Elsewhere | https://hexmonger.itch.io, https://www.youtube.com/@hexmonger |

### History

Before Hexmonger, Nathaniel Voorhies worked on GPU architecture at NVIDIA and
on machine-learning accelerators and their compilers at Google. The studio's
first game began as a prototype in 2023: a beach where the sand is a real
simulation, so water soaks in, carries grains away and slumps the walls. It
became Castles in the Sand, which came out free on iPhone and iPad in September
2026.

In 2026 Hexmonger grew from one game to four. Cozy Necromancy, a mystery about
helping a village's restless dead move on by listening rather than fighting,
went into production in January. Tin Coffins started at the end of May as a
mech shooter about being infantry in someone else's war, against enemies who
think. In under five months it grew into a full campaign: a cloned pilot called
Talon, three theaters of war across procedurally generated cities, and a death
that hands the controls to the next copy. Goblin Hunt, a pen-and-ink RPG for
phones and browsers, followed in July. The studio's website and its openly
versioned privacy policies went live in September, and Tin Coffins comes to
Steam in December 2026, about six months after its first line of code.