Open Hours press kit.
Boilerplate, brand assets, and contact for journalists, content creators, and partners. Last updated 9 May 2026.
Quick facts
- Title
- Open Hours
- Developer
- Laika Dynamics — solo developer
- Publisher
- Self-published
- Genres
- Action · Indie · FPS · Multiplayer
- Modes
- 4v4 Arena · 4-player co-op Deep Dive · persistent town
- Players
- 1–8 (4v4 PvP, 4-player PvE, town up to 100 visible)
- Platform
- Windows (Mac / Linux deferred to post-launch)
- Engine
- Unity 2023 LTS
- Netcode
- Photon Fusion 2 · Edgegap dedicated servers
- AI dialogue
- Anthropic Claude (Haiku) · server-side, cost-capped
- Release date
- Coming when it's ready
- Pricing
- TBD (decision at public alpha)
- Press contact
- laikagamedev@laikadynamics.com
- Website
- openhours-web.vercel.app
Boilerplate descriptions
Use whichever length fits. Hover to copy.
Storefront short
A town that remembers how you actually played. 4v4 Arena. 4-player Deep Dive. NPCs that comment on your last round. Skill > Gear > Cosmetics.
Editorial medium
Open Hours is a wholesome competitive shooter built around two short-session modes and one persistent town. Pick your fight: 4v4 Arena (5–8 minute matches in the Rocket Arena lineage) or 4-player Deep Dive (20–30 minute co-op wave-survival). Between matches you live in a town that remembers you — three NPCs read your match history and comment on what you actually did. Skill is the ceiling. Gear amplifies it but never replaces it. Cosmetics carry zero gameplay impact, ever. Built solo, in pre-alpha, in public.
Feature-piece long
Most competitive shooters end at the results screen. Open Hours starts there. The bartender knows you went eighteen-and-four last round. The vendor noticed you've worn the same chest piece for three weeks. The town remembers — every round, every loadout, every choice.
Open Hours is built around two short-session modes and one persistent town. Arena is 4v4 first-person combat in the Rocket Arena 3 lineage — 5 to 8 minute matches, killcam from the killer's POV on every death, skill expressed through cooldowns and movement rather than raw damage stats. Deep Dive is 4-player co-op wave-survival with a shared end-of-run objective; bots fill empty slots so the queue never matters.
Three rules guide every design decision. Skill is the ceiling — a new player with starter gear can beat a veteran with maxed gear by playing better. Gear is the lever, earned in matches, mode-aware so Arena and Deep Dive never cross-contaminate balance. Cosmetics are pure social signal with zero gameplay impact, ever. No pay-to-win. No grinding for stat advantages.
The town's NPCs are the moat. Three of them read your match history. Most lines come from a hand-written line bank or a template with your stats injected — fast, free, endlessly varied. The bartender goes further: real LLM dialogue on first contact and after notable matches, with hard caps so the AI bill never sinks the game. Server-authoritative architecture from day one means anti-cheat retrofit at launch is a config decision, not a months-long rewrite.
Open Hours is built by Laika Dynamics — a solo developer, in pre-alpha, in public. Every decision gets a devlog. The roadmap on the website tracks what's shipped, what's in progress, and what's queued.
Pull quotes
Free to use verbatim with attribution to "Open Hours, Laika Dynamics".
"Most competitive shooters end at the results screen. Open Hours starts there."
"Skill is the ceiling. Gear is the lever. Cosmetics are the flex."
"The bartender knows you went 18 and 4 last round. The vendor noticed you've worn the same chest piece for three weeks."
Brand assets
Use freely with credit. More high-resolution capsules + screenshots ship as the build moves toward the Steam page.
High-res Steam capsules (header / library / page background), full screenshot pack, trailer download. Email laikagamedev@laikadynamics.com if you need a specific asset before then — happy to prioritise.
Video
First gameplay walkthrough. Embed-friendly via YouTube.
YouTube ID 9qv5FgFOvEE · Watch on
YouTube
Further reading
Devlogs that explain the design and architecture in the dev's own voice.
Get in touch
Press, content creators, partners, exclusives — same address. Replies usually within a day.