BITO Games presents

NOVA UNIVERSE

Two worlds. One studio.

A shared near-future continuity, split across two genres — and two games built as equals. A city to keep alive. A corporation to make unstoppable. Both native, both in development.

STATUS: TWO TITLES IN DEVELOPMENT — LINUX NATIVE
Enter the universe ↓

// THE NOVA UNIVERSE

One timeline. Two games that never compete for the spotlight.

NOVA isn't a single game — it's the continuity that ties BITO's titles together. Same century, same slow collapse of the line between city and corporation, viewed from two ends of the telescope.

In Cyber City 2089 you govern from the street up: districts, citizens, infrastructure, the welfare slider that decides who the future is for. In Megacorp 2100 you build from the boardroom down: supply chains, markets, and the quiet art of owning everything. Different verbs, one world.

// IN DEVELOPMENT

Two titles, equal billing. Pick the seat you want — the mayor's office or the corner office.

IN DEVELOPMENT

CYBER CITY 2089

Cyberpunk City Builder

Govern a sprawling neon city where every district has a price and every citizen has a breaking point. Balance infrastructure, unrest, and the welfare slider that quietly decides who the future belongs to. A city builder with a conscience and a body count.

  • City Builder
  • Cyberpunk
  • Simulation
  • Single-player
Engine: Godot 4
Status: In development
Platforms: Linux · macOS (native)
IN DEVELOPMENT

MEGACORP 2100

Sci-Fi Economic Simulation

A spiritual successor to Capitalism 2, set a decade further into the NOVA timeline. Engineer supply chains, corner markets, manufacture demand, and grow one company until it's bigger than the government that's supposed to regulate it. Deep economic strategy with teeth.

  • Economic Sim
  • Sci-Fi
  • Strategy
  • Single-player
Engine: Godot 4
Status: In development
Platforms: Linux · macOS (native)

// THE STUDIO

BITO Games is a family business on the Côte d'Azur. I'm Sándor Bitó, the founder. I spent the first chapter of my life as a ballet dancer — years of turning relentless discipline into something that looks effortless. I build games the same way.

It's family because it's meant to outlast me. I pair a lifelong obsession with city-builders and economic sims with modern tools to build at a scale one person never could before — and the studio is a legacy I want to hand down: to my son, and one day to his. The NOVA Universe is the first thing we leave behind.

AI-native, human-led. Every system is designed by hand, every line reviewed. The vision is human — the AI just keeps up.

And it's built native. Core engine is Godot 4, compiled for the platforms I actually use — Linux and macOS as first-class citizens, not afterthoughts. No web wrappers. No lowest-common-denominator ports. Headed for Steam, itch.io, and right here.

Cross-platform — but always native.
— the only rule the studio doesn't break