Threshold
A slow, gorgeous story game where the only real mechanic is choosing when to stop. Sessions taper toward a natural ending; the credits are the reward. Players rehearse the exact skill compulsion erodes: the clean exit.
Miami, Florida · Est. 2021
Off-Ramp Games builds therapeutic games for people living with gaming disorder. Every title we ship is designed with clinicians to loosen the loop that keeps players hooked — and hand back the off switch.
A concept studio & demo site. If you or someone you love is struggling, see Get help below.
“You can't lecture a nervous system out of a compulsion. But you can design one that teaches itself to let go.”
The industry spent two decades perfecting the hook — variable rewards, endless scroll, engineered near-misses. We hire the same designers, and point every one of those tools the other way: toward closure, satiety, and the quiet satisfaction of enough.
— Dr. Renata Oyelaran, Co-founder & Head of Clinical Design
Our games
Four titles, one throughline: each is engineered around a specific mechanism of recovery, co-designed with therapists and tested with people in treatment for gaming disorder.
Not a concept — a real tool you can use right now. Feel a gaming urge? Ride it out with a guided urge-surfing exercise, then build a plan for next time. Private; nothing leaves your device.
A slow, gorgeous story game where the only real mechanic is choosing when to stop. Sessions taper toward a natural ending; the credits are the reward. Players rehearse the exact skill compulsion erodes: the clean exit.
A tiny garden that grows from what you do away from it — a walk, a call, a full night's sleep. The game literally advances while it's closed, quietly retraining reward toward real life.
A wry puzzle game that hands you the designer's toolkit — variable ratios, loss aversion, the near-miss — and asks you to build the trap, then dismantle it. You leave able to name the pull in every app you own.
A full-length RPG whose dopamine economy is visible on screen — you watch the loop tighten and learn to spend against it. Built with relapse-prevention clinicians as a companion to real-world treatment.
Our approach
We don't bolt a wellness tip onto a normal game. The therapeutic mechanism is the core loop. Four principles govern everything we build.
Every session has a built-in horizon. Instead of engineering "one more turn," we engineer the satisfying stop — the skill that compulsion steals first.
We surface the reward loop on screen so players can see the pull they usually only feel — the first step to choosing against it. Insight over willpower.
Licensed therapists co-design every title and sit on our review board. Our games are companions to CBT and motivational interviewing — never a replacement for care.
No loot boxes, streak guilt, infinite feeds, or engagement-maximizing metrics. Our operating charter forbids them, and an outside ethics board audits every release.
*Self-reported outcomes from our 2025–2026 clinic pilot cohort. Illustrative figures for this concept studio; not a peer-reviewed clinical claim.
The studio
We're a small, remote-first team in Miami, Florida — game designers who once built the hooks, now working alongside psychologists to unbuild them.
We roll out builds to a small group of players and clinicians before every launch. Leave your email and we'll invite you to the next round.