Panic Department Panic Department
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Hello, internet people who make cool things

Hello creators it’s Panic Department

You may have seen our name in an email, on socials, or a game code offer. And sometimes people are like "who are you?" Honestly, fair question. This is the non-corporate version: who we are, what we’re working on, and promises to be on our best behaviour when we turn up in your inbox.

01 — Who we are

The people
behind the emails.

You shouldn’t have to reverse-engineer a company from an over-friendly, slightly unhinged outreach email.

SARAH Sarah, creator manager at Panic Department
💖 it’s me, sarah 💖

Hi. I'm Sarah. Lovely to meet you!

I’m Panic Department's friendly neighbourhood creator manager. I’ve been working with influencers and creatives since the internet came on CDs, then wandered into games to join forces with Korina a few years ago.

I’m the human behind the emails, the briefs, your new favourite key-request fairy, and the inevitable “just checking you saw this” (or “whoops, didn’t mean to send that”) follow-ups. My job is getting our games into the hands of the right creators, so they don’t disappear into the void.

And we're panic department.

Because “we love your content!” tells you approximately nothing about us (except maybe that we have exceptional taste).

We’re an independent games marketing studio helping creator-friendly indie games find the people who’ll appreciate them. Founded in 2026 by Korina Abbott and Sarah Mann, Panic Department gives self-publishing studios the kind of full-service marketing support that usually comes with a BIG publisher — minus the BIG publisher.

No mystery emails. No pretending we’ve watched every video you’ve ever made. No pressure to cover a game just because we sent a key. If we reach out, it’s because we think there’s a real fit between you and the game.

02 — Why we might appear

In your inbox.
With context.

This is not a manifesto. It's more like a field guide to Panic Department.

Games you might like

Keys, early looks, demos, events, and useful information about games that seem genuinely relevant to what you make.

Paid opportunities

If there's a budget, we'll tell you. The fee, deliverables, usage rights, timeline, and expectations should be clear from the start, not buried in the fine print.

Actually useful updates

Creator calls, new assets, release dates, occasional Panic Department news. Joining the list is not a promise to cover anything. Ever.

Want to hear from us when there’s a real reason? Join the creator list ↗
03 — What we’re working on

The games.
The actual games.

Each active game gets its own creator sheet: facts, links, assets, contacts, and everything needed to cover it accurately.

Tearoom of Terror key art
Coming soon

Tearoom of Terror

Tearoom of Terror is a cozy-gothic narrative cooking mystery where you investigate the mysterious death of your estranged aunt in a tearoom filled with sinister patrons, unsettling secrets, and morally questionable requests.

Lovers Die key art
Coming soon

Lovers Die

As Juliet, beat the devil at his own dice game to escape the afterlife with Romeo. Upgrade your dice and use them to hit the target score, unlock story branches, and shape your fate. Inspired by the works of Shakespeare and Dante.

The Mermaid Mask key art
Out now

The Mermaid Mask

An impossible locked-room murder: Captain Mortuga lies dead beside an ancient cauldron aboard the world’s strangest submarine, crewed by sketchy suspects. A handcrafted point-and-click with sharp humour and tricky puzzles. Dive into the next mystery from the creators of Tangle Tower & Crow Country.

04 — How we work with creators

No mystery.
No weird pressure.

These are promises about our behaviour, not rules for yours.

  1. Clarity beats mystique. You should know the brief, whether there’s budget, the timeline, and what success actually looks like.
  2. Your audience is a relationship, not an inventory slot.
  3. Paid work is labelled. Usage rights are explicit. Surprise exclusivity can get in the bin.
  4. A “no” is useful information. We’d rather be direct than waste your time.
  5. Creative freedom needs context, not suffocation. We give you the useful bits and leave room for your brain.
  6. We’re after long-term relationships, not one-night Let’s Play stands.
  7. If we’re not paying you, you owe us nothing.
  8. Sliding into our DMs is actively encouraged. Keep it SFW, though — we’re a marketing studio, not a reality TV reunion episode.
✦ Consult the office oracle ✦
The spirits are buffering…
05 — Extremely serious due diligence

Doodle
machine.

You’ve read enough company copy. Please now draw something silly directly onto the website.

Etch A Very Rough Sketch

Drag, tap, or use arrow keys. Art direction is forbidden.
Your browser does not support the drawing canvas.
Etch A Very Rough Sketch

Pointer or touch: draw anywhere · Keyboard: focus the screen, use arrow keys

06 — Aren't you going to say hello?

You know us.
Now say hello.

Tell us who you are, where you make things, and what you’re into. We’ll use it for our general creator mailing list, and to get in touch when a game or opportunity looks genuinely relevant.

No spam. No selling your details. No 3 a.m. “u up?” campaign emails.

Noted.