MGDB Studio

Press kit

KERF: Sawmill Tycoon

A first-person sawmill tycoon, out now on Steam. Made and published by MGDB Studio, a one-person studio in Poland.

Press, creators & business

[email protected]

One address for everything: review keys, assets, interviews, publishing and porting.
Answered in English or Polish, usually within a day or two.

Fact sheet

Title
KERF: Sawmill Tycoon
Developer
MGDB Studio, Poland
Publisher
MGDB Studio - self-published
Release date
20 August 2026
Platform
PC (Windows), Steam
Price
$9.99 · 9,99€ · 34,99 zł · regional pricing on Steam
Genre
Simulation, tycoon, first-person crafting
Players
Single-player
Languages
Interface in 15 languages: English, Polish, German, French, Italian, Spanish, Czech, Slovak, Hungarian, Turkish, Russian, Portuguese, Japanese, Korean, Simplified Chinese
Steam page
store.steampowered.com/app/5010520
Steam AppID
5010520
Engine
Unity 6
Standout feature
Twitch integration - viewers walk into the sawmill as paying customers, with their nicknames above their heads
Website
mgdbstudio.com
Contact
[email protected]

About the game

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.

Your forest. Your sawmill. Your hands.

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.

Machines are not menus

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.

Get to know the wood

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.

The people who walk into your yard

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.

Grow beyond your own two hands

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.

The forest does not grow back on its own

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.

Key features

Review keys & curators

I am one person, so here is exactly how keys work. No hard feelings either way.

Screenshots

KERF: Sawmill Tycoon screenshot 1 KERF: Sawmill Tycoon screenshot 2 KERF: Sawmill Tycoon screenshot 3 KERF: Sawmill Tycoon screenshot 4 KERF: Sawmill Tycoon screenshot 5 KERF: Sawmill Tycoon screenshot 6 KERF: Sawmill Tycoon screenshot 7 KERF: Sawmill Tycoon screenshot 8 KERF: Sawmill Tycoon screenshot 9 KERF: Sawmill Tycoon screenshot 10 KERF: Sawmill Tycoon screenshot 11 KERF: Sawmill Tycoon screenshot 12

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.

About the studio

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.