Ape Matrix Labs

APE MATRIX LABS · HELSINKI · UNANNOUNCED GAME IN DEVELOPMENT

Giant white marble figures rise from the sea, perform a brief symbolic dance, and walk back under.

A one-person studio making a weird art-game on factory-automation foundations. No name yet. No trailer. Just a shape, and a feeling we are building toward.

HERO RENDER — PLACEHOLDER

Signature surreal image (e.g. the mass of rubber ducks). Supply a wide cinematic render; final treatment is full-bleed.

Fig. 00 — Working still. Subject to disappearance.

01 — THE GAME

A factory for feelings you would rather not have.

It is an art-game built on factory-automation foundations — belts, machines, optimization, the quiet satisfaction of a system that finally runs.

Underneath the tidy logistics is the thing the logistics are trying not to look at: pollution, a warming world, the slow industrial undoing of something that was alive. The game uses absurdity as a protective lens — comedy held up to genuine bleakness so you can keep looking without flinching or drowning. Warm, not nihilistic. Funny, but about something.

No store page. No trailer. No screenshots worth showing yet. When there is something real, it appears here and on YouTube — not before.

— INTERLUDE
Once a day, without announcement, the figures come up out of the water. No one schedules it. No one has found the off switch.
RUPTURE IMAGE — PLACEHOLDER

The marble-giants render. Portrait crop — the one image allowed to be genuinely strange.

02 — THE STUDIO

One person. Several lifetimes. Finally in the same room.

I got my first home computer in 1984 and quickly learned to make it obey. In 1987, at eleven, I finished a game and tried to publish it. It did not work out — the first of many useful failures.

I went to the University of Jyväskylä to study a combination of mathematics and computing, and somewhere around 1995 I understood that what I actually wanted was art. I taught myself 2D and 3D graphics and how to make music on synthesizers; later I published a collection of poetry. Then I graduated in 1999 and did the sensible thing — a long, capable career in software, data, and AI.

It was a good career. It was not the dream.

In 2025 I finally admitted the obvious: that by making my own games I could put the two halves of myself in the same room — the engineer and the artist, the kid and the professional. I left the day job and started Ape Matrix Labs, a one-person studio in Helsinki, to pursue the creative dreams I had been postponing since I was eleven.

Teemu Lähteenmäki — founder, Ape Matrix Labs

03 — UPDATES

Devlog

Irregular dispatches. Most lead somewhere — usually a new video.

[FILL: AUG 2026]

First contact at Gamescom

We are in Cologne for business matchmaking. If you scanned a card to get here: hello, and welcome. [FILL: booth or meeting details.]

[FILL: 2026]

The channel opens

First video is up — [FILL: what it shows]. More to follow as there is more to show.

2025

Ape Matrix Labs begins

The studio is founded in Helsinki. One person, one machine, and an extremely long to-do list. After thirty-odd years of detour, the creative work starts in earnest.