THINKING OVER AIMING INC.: PRESS FACT SHEET

Company:        Thinking Over Aiming Inc.
Headquarters:   Ontario, Canada
Established:    2026
Website:        https://thinkingoveraiming.com
Press contact:  press@thinkingoveraiming.com

THE CHAIR
Status:     COMING SOON // IN DEVELOPMENT
Release:    TBA
Genre:      Narrative Strategy / Swipe-Based Decision Game
Developer:  Thinking Over Aiming Inc.
Platforms:  Windows, macOS, Linux, iOS, iPadOS, Android, Discord, Telegram
Web page:   https://thinkingoveraiming.com/games/the-chair/

Sixteen real criminal organisations. One Chair. Every run measured against what actually happened.

You are the head of a real criminal organisation at a real moment in its history: the Corsican milieu of Marseille in 1950, the Sicilian families of Palermo, the Yamaguchi-gumi on the Kobe docks, the Cali cartel in 1985. Your people bring you decisions one card at a time (a shipment, a bribe, a rival, a raid) and you swipe left or right. Every choice moves four meters: Money, Heat, Loyalty and Standing. Let any of them run to either end and your reign is over.

Some of these cards happened. Each organisation is built from a researched historical dossier, and when a card comes from the record, the game shows what the record says, and says so when the sources disagree. The deaths and arrests history recorded aren't scripted: they're rolled against the state you've built. Patrons shield you until a scandal burns them or you ask one favour too many; heirs take the Chair when you fall. At the end of every run, your Legacy measures how far you drifted from what actually happened.

There's nothing to aim and no clock to beat. You win by reading ahead: which meter a choice will push, what the next decade will bring, which ally will cost you later. A run covers decades of history in about ninety decisions. A careful player survives about half the time, and no simple fixed strategy survives at all.

Key features:
- Free to play base game featuring eight real historical criminal organisations across Europe, the Americas and Asia, with eight expansion family packs at launch and more families marked on the map for later.
- Measured against history: historical cards reveal the real record, with divergent sources annotated, and every run concludes with a Legacy fidelity score.
- Four fatal meters: Money, Heat, Loyalty, and Standing. Patrons shield you, heirs take the Chair upon downfall, and historic events roll against your constructed state.
- Replayable run ledgers, a historical codex for each organisation, a gallery of nearly 400 portraits, and 26 milestones that never reward violence.
- Cloud saves and platform achievements wherever the store supports them.

UNTITLED SYNDICATE GAME
Status:     COMING SOON // PRE-ALPHA
Release:    TBA
Genre:      Grand Strategy / Organized Crime Simulation
Developer:  Thinking Over Aiming Inc.
Platforms:  Windows, macOS, Linux, Steam Deck, iOS, Android
Web page:   https://thinkingoveraiming.com/games/syndicate/

You are not a boss. You are the Organization: a criminal institution that has to outlive every boss it has, from 1950 to 2035.

A real-time-with-pause grand strategy game about organized crime across eighty-five years of history. You don't play a gangster. You play the Organization, the institution that survives arrests, betrayals and successions, and you run it district by district on a living world map.

The money is physical. Product moves from field to lab to street along real roads, rail lines, sea lanes and air routes, and every shipment can be seized. The cash piles up faster than you can wash it, and dirty money is a liability until it has been layered through fronts and property. No organization can grow faster than it can launder, hide and manage its people.

The state is the weather. Heat builds, investigations open, informants talk, raids land and judges can be bought until they can't. Rival houses vote, trade favours and go to war over districts. Win by dominating the underworld, by going legitimate, or simply by still being standing when the clock runs out.

Key features:
- Play an institution, not a character: bosses are arrested, rule from their cells, die and are succeeded, and your Organization has to survive every transition.
- Physical supply chains on a world map of 1,166 districts: labs, shipments, seizures, markets and prices.
- Dirty money has to be laundered through fronts and real estate before you can spend it in the open.
- The state pushes back with heat, investigations, informants, raids and verdicts, and every official has a price until they don't.
- Dozens of rival houses at the 1950 start, built from researched historical dossiers, with diplomacy, an underworld commission and wars that move borders.
- Three ways to win: hegemony, going legitimate, or survival.

CRITTER CONFLICT
Status:     COMING SOON // IN DEVELOPMENT
Release:    TBA
Genre:      Turn-Based Tactics / Strategy
Developer:  Thinking Over Aiming Inc.
Platforms:  Windows, macOS, Linux, Steam Deck, iOS, Android
Web page:   https://thinkingoveraiming.com/games/critter-conflict/

Lead a pack of wild animals into turn-based battle. Read the map, the wind and the scent on it, and strike before your prey sees you coming.

You are the Alpha of a mixed-species pack. Field mice capture ground, honey badgers crack armour, grizzlies anchor the line and sperm whales shell the coast. Every turn you scout, move, attack and seize foraging grounds, then spend the calories they earn on new recruits. Take the enemy's den or wipe out their army to win.

Every damage figure is shown before you commit, and luck is kept to a sliver, so battles are won by reading the board rather than rolling dice. Turn on the Senses rules and the board fights back: line of sight, wind and scent decide who sees whom first, so you set ambushes downwind and bait with mice.

In the campaign, a boar warlord raids the valley of Brackenvale in a starving winter while a scheming cobra turns the packs against each other.

Key features:
- 21 animal units across land, air and sea, fighting over 16 kinds of terrain.
- 7 commanders, each with an always-on trait and two powers, balanced against each other.
- "The Long Night": a 29-mission story campaign with a three-way finale.
- Skirmish maps tuned for fairness, a map editor, two AI difficulty levels and pass-and-play on one device.
- Optional Senses rules: line of sight, wind and scent turn every map into a hunt.
- Premium: cosmetics only, with no stat purchases, loot boxes, energy timers or ads.

SCAPERS
Status:     COMING SOON // PRE-PRODUCTION
Release:    TBA
Genre:      Co-op Party Game / Roguelite Landscaping
Developer:  Morgs Games Canada
Platforms:  Windows, macOS, Linux, Steam Deck, iOS, iPadOS, Android, PlayStation 5, Xbox Series X|S, Nintendo Switch, Discord, Telegram
Web page:   https://thinkingoveraiming.com/games/scapers/

One to four uncoordinated landscapers. One ruined yard. Make it beautiful before the client gets home.

Scapers is a chaotic co-op landscaping game for one to four players. You and your friends take a ruined yard and turn it into a beautiful estate, one frantic shift at a time, while fighting top-heavy wheelbarrows, hopelessly tangled garden hoses, sudden bug infestations and each other's mistakes.

Every contract runs for several in-game days on the same property, and everything you build stays built. Each morning brings a blueprint, each shift is a race to finish the day's projects while keeping on top of watering, weeding and cleanup, and each evening ends in a scramble to get every tool and bag of trash back into the truck before the client's car pulls in. Spend the day's pay on upgrades, then do it all again tomorrow.

At the end of the contract the client inspects the yard and hands out stars. Let a single day go badly enough and the whole crew is fired.

Key features:
- Co-op chaos for 1–4 players, on the couch or online.
- Roguelite contracts on a persistent yard: what you build on Monday is still there on Friday, mistakes included.
- Physics that fights back: kinking, bursting hoses, wobbling wheelbarrows and two-person carries.
- Mud everywhere: wet dirt turns slippery, and muddy footprints on a clean patio cost you money.
- Mid-shift emergencies, from burst water mains and gophers to a client who changes her mind.
- Four yards to transform, from the suburbs to a penthouse balcony, plus truck upgrades, tool licences and very silly outfits.

Files in this kit:
- thinking-over-aiming-logo.jpg
- the-chair-key-art.jpg
- the-chair-screenshot-title.png
- the-chair-screenshot-play.png

Includes our logo, The Chair key art and screenshots, and a fact sheet. Free to use in coverage of Thinking Over Aiming and its games.
