Who I am

SnowCloud Entertainment

One developer. A head full of ideas. And a stubborn refusal to ship anything that bores me.

My story

I've always been difficult to entertain. As a kid I drove my parents and grandparents mad. I'd get curious about something, figure it out, and immediately need the next thing. Technology, puzzles, languages, mechanics: I'd pull them apart just to understand them, then move on. It was a lot.

Games were different. A good game could actually hold my attention, not because it was easy, but because there was always another layer underneath. Pirates, treasure, strategy, secrets. I wanted a world that rewarded the kind of brain that can't stop asking "but what if I go that way instead?"

So I started building one. That was about twenty years ago. Pirates' Nest has been in development ever since. Not because it's unfinished in spirit, but because I keep finding better things to add. Translating Latin to unlock a map. A consequence that doesn't punish failure, but makes persistence feel earned. A world that doesn't run out.

Along the way I built other things too: AR Castle Defense, Halo and Horns, DodoNest. Each one scratched a different itch. Pirates' Nest is the dream, the game I've always wanted to play and couldn't find anywhere else.

I'm not chasing huge audiences. If a handful of people get genuinely absorbed in something I made, that's the whole point. SnowCloud Entertainment is just me, head in the clouds, building things I'm proud of.

What I stand for

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Boredom is the enemy

Every mechanic exists to keep you thinking. No grinding, no filler. Just layers that keep unfolding the deeper you go.

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Done when it's done

Pirates' Nest has been in development for twenty years. Not because I'm slow. I just keep finding better things to add.

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Built for the curious

If you're the kind of person who takes a detour just to see what's there, my games are made for you.

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Privacy by default

I collect only what's needed to keep things running. Your data is not my business model.

The team (it's just me)

Hi, I'm Dwight. I design, code, and obsess over every detail myself. That means things take longer than a studio would, but every decision gets made by someone who genuinely cares about the outcome, not a roadmap. If you've ever wondered who to blame for a weird game mechanic or a slightly too-ambitious feature, it's me. I own it.

My titles

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Get in touch

Questions, feedback, or just want to talk pirates? Drop me a line.

Send an email