Production case study

A game carried through the whole lifecycle

Cursed Dawn is presented here as completed product work: an independent project that moved through production, external collaboration, public visibility, and commercial release.

Project overview

From Finland to a publisher-backed Steam release.

Cursed Dawn began as an independently developed Finnish wave-survival FPS. The project progressed beyond a prototype into a commercial product supported by a publishing relationship, internationally visible promotional events, an official playable demo, and a completed Steam release. The publishing agreement ended and the title was retired in May 2026.

The professional value of the record is not a claim of large-scale commercial success. It is evidence of sustained ownership, external collaboration, measurable platform interest, and the discipline required to finish and release a real-time product.

Product
Cursed Dawn
Category
Wave-survival first-person shooter
Developer
Cursed Studios
Publisher
indie.io (2024–2026)
Founder / lead
Miko Parkkinen
Origin
Finland
Platform
PC · Steam
Release
April 7, 2025
Status
Retired May 2026
Product lifecycle

Long-horizon execution

The record spans ideation, production, publisher engagement, public demonstration, showcase visibility, release preparation, launch, preservation, and retirement.

  1. 01 Concept
  2. 02 Prototype
  3. 03 Production
  4. 04 Publishing partnership
  5. 05 Public demonstration
  6. 06 Showcases
  7. 07 Release preparation
  8. 08 Steam launch April 7, 2025
  9. 09 Post-release preservation
  10. 10 Retirement May 2026
Scope of ownership

What the public record can support

This page deliberately avoids assigning detailed responsibilities that have not yet been mapped to project records. The current scope stays at the level supported by the founder, product, publisher, event, and release evidence.

Founding

Created the organization around the product

Founded Cursed Studios and established the independent production identity through which Cursed Dawn was developed and released.

Product ownership

Carried a multi-year game beyond prototype stage

Sustained the project through development, public demonstration, external promotion, release preparation, and launch.

External collaboration

Progressed through a publishing relationship

Worked within a publisher-supported path that connected the title to marketing, showcase, platform, and release activities.

Delivery

Completed a commercial Steam release

Moved from independent production into a publicly traceable release on April 7, 2025.

What's not listed yet Detailed technical responsibilities such as specific gameplay systems, optimization, build engineering, or collaborator management will only be added after each statement is mapped to project records, credits, source assets, or repository history.

External validation

Recognition attached to original sources

The strongest signals come from the combination of a publisher relationship, major promotional channels, platform event participation, measurable interest, and completed release.

Media

IGN Live 2024

Official trailer featured and published by IGN during IGN Live 2024.

Industry

Gamescom lineup

Included in indie.io’s Gamescom 2024 lineup without overstating booth status.

Platform

Steam Next Fest

Official October 2024 participant with a playable demo and defined platform impact.

Professional outcomes

What the project demonstrates

The project evidence is translated into employer-relevant capability without turning the page into a résumé or using the game to imply unrelated expertise.

Project evidenceDemonstrated capability
Founded Cursed StudiosInitiative and organizational ownership
Shipped on SteamEnd-to-end product delivery
Publisher relationshipCross-company collaboration
IGN, Gamescom, Next FestInternational product positioning
Wishlist and traffic metricsMeasurable audience acquisition
Multi-year lifecycleLong-horizon execution
Public source archiveDocumentation and evidence discipline
Founder profile

Miko Parkkinen

Software Engineer working across simulation, Physical AI, real-time systems, and product development. Cursed Dawn remains a separate, completed proof of creative and commercial product execution.