Press kit
A first-person sawmill tycoon, out now on Steam. Made and published by MGDB Studio, a one-person studio in Poland.
One address for everything: review keys, assets, interviews, publishing and porting.
Answered in English or Polish, usually within a day or two.
Fell trees with your own hands, saw logs into planks, chop firewood, craft furniture and sell it all to your customers. A first-person sawmill tycoon where you do the work yourself: take on commissions, hire a crew, replant the forest and grow a humble yard into a timber empire.
KERF: Sawmill Tycoon is a first-person sawmill sim where nothing happens without you. Every tree is felled by your hand, every plank comes off a saw you operate, and every coin is earned at a counter you built up from nothing. You start with an axe and a single clearing at the foot of a waterfall.
Fell trees and watch them crash down for real. Cut the trunks into logs, haul them to the yard and feed a growing chain of machines. Not one of them works on its own. Sawing, chopping, lacquering: it is all work done by your hands, and how steady you are decides what comes out the other end.
The valley holds ten species of wood, and you will not see them all on your first day. The best of it grows furthest away, and reputation opens the way there, not your wallet. Logs are never sold raw - the profit is in the craft.
Customers arrive with orders of their own: this product, in this wood. Load a crate, carry it to the counter and close the deal yourself. And if you stream, connect your Twitch channel and the viewers who type in chat walk in as those very customers, with their nicknames over their heads and their messages in speech bubbles. Your community literally walks around your sawmill.
A day comes when there are more orders than hands. That is when you can hire people: some for the machines, some for the counter. You pay them every morning, and they keep working while you are out in the woods.
Dig out the stumps, plant saplings, feed them fertilizer made from your own offcuts. Cut without replanting and the valley will run out on you. A well-run sawmill never does.
I am one person, so here is exactly how keys work. No hard feelings either way.
All images may be used freely in coverage of the game, in print and online, with no further permission. Credit “MGDB Studio” where it fits.
MGDB Studio is one person, based in Poland. KERF: Sawmill Tycoon is the studio's first commercial release - designed, built, marketed and published without a publisher, a team or outside funding.
The production leaned heavily on AI tooling, which is disclosed on the Steam store page. Design, direction and every decision about how the game feels to play are the developer's own. Questions about how that worked in practice are welcome - it tends to make for a more interesting interview than the game description does.