Ambitious, without treating people as fuel.

Viken Data is an independent European software and games company. The long-term plan is not to remain tiny. It is to grow without adopting the customer traps, disposable work culture and performative nonsense that too often arrive with scale.

Viken Data studios

Viken Data Studio

Practical software, local-first workflows, static publishing and implementation work. D.S.T. is available now; Web StaticOps is a working product moving toward public release.

Mad Camel Studio

Games with their own mood and a straightforward deal for players. Retro Puzzles is the first title. .panic is the second.

One company

The products are different, but the principle is the same: make something worth choosing and be honest about its price, limits and state.

Profit is necessary. Exploitation is a choice.

A healthy company needs revenue, margins and enough discipline to survive. None of that requires turning customers into targets, players into retention statistics or employees into a resource to burn through.

No dark-pattern revenueWe do not want confusion, artificial urgency or engineered frustration doing the selling.
No paid advantageCompetition in our games should be decided by play, not by who spent more.
No forced lock-inWhen a product can leave people with local files and portable output, it should.
No roadmap theatrePlans are labelled as plans. Work becomes a public promise only when we can stand behind it.

The products have to carry the idea.

This page is not a substitute for behaviour. The useful test is whether the products make the same choices when there is money or convenience on the other side.

D.S.T.

Freeware with no Viken Data account, subscription or activation step.

Web StaticOps

Local-first project files and static public output instead of a website held hostage by a runtime platform.

Retro Puzzles

Available on Steam as a complete, offline-friendly puzzle experience rather than an endless live-service treadmill.

.panic

Planned as a low-cost paid game with no ads, premium currency, loot boxes, battle pass or purchasable score advantage.

The company we want to become matters now.

It is easy to promise a humane workplace before there is a large workplace to run. The harder part is building the habit early: realistic commitments, respect for deep work, credit where it belongs and no celebration of avoidable burnout.

We will not pretend every decision is simple or that growth never creates pressure. The promise is narrower and more useful: people are not disposable, honesty is not a marketing tier and scale is not permission to become worse.

Questions are welcome. Corporate maze not included.

Product support, project enquiries and direct feedback all go to the same address.