Tremor¶
Tremor is a $4.5M R&D studio building local-first, Apple-native board-game systems that combine deterministic networking, shared-screen presentation, and tactile feedback.
Operating Thesis¶
- Wired-first, AirPlay-fallback later.
- Authoritative state lives on the hub.
- iPhone and iPad act as tactile clients.
- TV is the shared board and spectator surface.
- The product should feel physically grounded before it feels expansive.
Company Shape¶
- Leadership Cell: founder, program manager, and both co-engineering leads set company direction and coordinate the delivery spine.
- Nervous System Division: platform networking and DevSecOps own deterministic transport, release integrity, and the authoritative runtime.
- Sensory Engine Division: simulation, audio, vision, technical art, and GenAI own the tactile and perceptual layer of the product.
- Fidelity and Quality Division: product design, QA, and SDET own the player-facing quality bar, release readiness, and verification feedback loop.
- Studio operations is support work led from Leadership Cell through the
Tremor Studio Opsproject rather than a separate division tree.
Work Graph¶
- The company goal is seeded at runtime:
Ship Tremor alpha. - Branch goals are
Platform foundation,Sensory engine,Launch readiness, andStudio operations. Tremor Flight Plancarries the first three branches: platform foundation, sensory engine, and launch readiness.Tremor Studio Opscarries the studio operations branch and the recurring operating cadence that supports the delivery work.- Each branch is decomposed into three leaf goals so the roadmap, projects, and issues all point at the same execution spine.
- The live company should have 17 goals, 15 issues, and 5 recurring routines after bootstrap.
What Good Looks Like¶
- A first playable slice with deterministic state sync.
- Stable local mesh connectivity across multiple devices.
- A clear skills matrix for every hire.
- A working onboarding guide for every agent.
- Metrics for latency, haptic jitter, and board fidelity.