The studio pitch was never about chasing the familiar safest idea. It was about trying to make something worth remembering.
A new studio does not earn attention by making a slightly worse version of something players already have. Gamers can spot a copycat instantly, and they are right to ignore it.
So the work has to take risks. In pursuit of originality, art, and the sheer cliff-edge adrenaline of hurling ourselves into the void and building something out of what we find there, the studio should take weird swings instead of polishing safer imitations.
That does not just mean novelty for its own sake. It means refusing the dead cultural reflex that says every new project should optimize for immediate legibility, investor comfort, and proven demand. If GameCult is going to exist at all, it should exist to make the kinds of things a more obedient studio would talk itself out of before lunch.