Est. 2026 · Mitchell-Bond LLC An independent development studio

Software,
games, &
worlds.

We build tools that work and stories worth living in — equal parts engineering and imagination.
Practice SaaS · Games · Interactive
Status Open for collaboration
I.

The practice

A small studio with a wide horizon. We work in three currents — utility software, original games, and the experiments in between.

Third Tides was founded on the belief that the best products feel like they were made by people, not pipelines. We design, engineer, and ship with care — and we keep our own slate as creators alongside the work we do for clients.

The result is a small portfolio that swings between deeply practical SaaS and deeply imagined fiction. Both come from the same workbench.

II.

Current tides

01 / Game
In Development

Untitled RPG

A near-future role-playing game set on an Earth bracketed by colonies on the Moon and Mars. Beneath a polished corporate surface, a 17-year-old physics prodigy uncovers an ability that fractures the world's rigid class lines. Story-led, systems-rich, and unhurried.

GenreSci-fi RPG
RevealTBA
02 / SaaS
MVP in Progress

Landlord Autopilot

Lease lifecycle, tenant communications, and the small administrative grind — automated for landlords with one to five properties. Built by an operator, for operators.

CategoryProperty SaaS
BetaSoon
03 / SaaS
Concept

Chaos Concierge

A quiet productivity companion for people running too many things at once. Pulls signal out of noise, hands you only what's next.

CategoryProductivity
StageDiscovery
04 / —
Classified

More in the works

Additional titles in early development. We'll surface them when they're ready — and not a day before.

RevealWhen ready
III.

How we work

I.

Ship in tides, not waves

A steady rhythm of finished work beats heroic bursts every time. We've never met a roadmap that didn't lie a little — so we plan in pulls, not promises.

II.

Built by operators

We make tools we'd use ourselves. The SaaS side of the studio answers problems we've felt firsthand in the businesses we run.

III.

Stories first, systems second

Games and apps both work because someone is on the other side. We design for the human, then build the machine that serves them.

Get in touch

Let's make something