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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 Ops project 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, and Studio operations.
  • Tremor Flight Plan carries the first three branches: platform foundation, sensory engine, and launch readiness.
  • Tremor Studio Ops carries 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.