JoTo creates bold prototypes, validates what players love, and scales them into lasting IP. From web experiments to mobile hits and console roguelites, every project builds toward worlds like Beefcake, Tomo, and Frail—fast, fun, and franchise-ready
Building enduring IP across games and media.
We create enduring IP that thrives across games and media. Our focus: universe-building for Beefcake, Tomo, and Frail—expanding these characters through multiple titles, formats, and strategic partnerships so each release compounds brand value and audience loyalty.
We launch lean prototypes on web and mobile, track real KPIs, and scale proven hits into larger productions.
We turn partner IP into high-quality games—on time, on budget, and ready for market. From concept to live ops, we deliver on your goals, timelines, and platforms with the full force of our production expertise.
Perhaps we can help you with your game too?
Our flagship mobile game in development. Smash, fix, and pimp cars with a crew of muscle-bound animal bodybuilders. Build your shop, flex your skills, and turn junk into pure horsepower.
A puzzly solo adventure where you team up with echoes of your former selves. Work with your past lives, outsmart the future, and bend time to find the way forward.
A ridiculous survival romp where the Tomo crew gets flushed into a cosmic toilet. Dodge hazards, fight weird creatures, and survive the bizarre sewage pipes of the Tomo world.
A fast, frantic mobile roguelike where reflexes are everything. Escape Hell, duel your friends in PvP chaos, and snag bizarre items that twist the rules of the game.
Play as a heroic whale defending a tiny planet from waves of mischievous jellyfish. Bright, silly, and splashy fun that kids (and the young at heart) will love.
AndroidA chaotic 2D battle royale with random weapons and one goal: grab the magical sword at the map's center before anyone else. Outrun, outsmart, and out-slash your rivals!
ITCH.IOFounded in 2018 at the Dutch Game Garden incubator in Utrecht, JoTo is Tom Jongens' lean, fast-iterating game studio.
Before starting JoTo, Tom was Business Developer and Marketing Manager at Dutch Game Garden, where he organized INDIGO, the Netherlands' leading B2B games event, for seven years—first with Dutch Game Garden, later with the Benelux Promotional Initiative. Over the years, he has worked as a studio head, project lead, marketer, and in development, giving him a complete view of how games are made and launched.
JoTo stays intentionally small so we can move quickly—reducing cost and scope while focusing on making games that are fun, weird, and original. We avoid unnecessary risk, embrace collaboration, and love teaming up with developers, artists, and storytellers to create something unique.
If your project, game, studio, or idea feels like a fit for JoTo, reach out—we'd love to talk.