A stealth-comedy about
escaping a Saudi family gathering.
You came for 30 minutes. It’s been four hours. Sneak past the aunties, dodge the uncles, and escape before the next tray of tea.
It’s been four hours.
Anyone raised in an Arab home knows the ritual. You stop by to say hi. Someone puts a plate in front of you. Someone else brings tea. A cousin you haven’t seen since 2014 materialises. Leaving politely is a diplomatic art form.
Azooma Escape turns that ritual into a top-down stealth-comedy. You are the guest. Your hosts are the threat. Every uncle is a watchtower, every auntie is a motion sensor, and the kitchen door is the only way out. One wrong step and you’re back on the couch for another three hours.
Execute the getaway. But do it respectfully, your mom is watching, your reputation is on the line, and the neighbours will talk if you leave before dessert.
They have eyes in the back of their head and an opinion about everything you’ve done since you were seven. Break line of sight. Hide behind the majlis cushions. Move only when they blink.
The front door is a trap, that’s where the final goodbyes happen. Chart a path through the kitchen, past the tea tray, around the sleeping uncle, and out through the side gate before anyone notices your shoes are gone.
No sprinting. No slamming doors. You are a respectable guest who just happens to be leaving very, very efficiently. Win the exit without losing the invitation back.
Every character you meet in Azooma Escape is someone your mom has mentioned at least once on a phone call. The smiling uncle who won’t let you leave. The auntie with the suspiciously sharp memory. The cousin who’s decided today is the day to catch up on ten years. And yes, the cat.
They’re not villains. They love you. They just love you too much, with too many snacks, for too many hours.
Azooma Escape is how Ash Games Studio introduced itself to the world. We went in chasing a fun little debut. We came out the first Arabic indie team to ever hit Steam’s global front page.
Azooma Escape started the way most good ideas in this industry do: a very specific private joke that turned out to be extremely universal. What began as a small jam project became a Dubai pitch finalist, a 20K-wishlist Steam debut, and the game that opened the door to everything we’re building next.
People were afraid to make Saudi-themed games. When we did Azooma Escape and it was a success, we opened the door for many after us to take the chance.
It’s also the reason Nomad exists. Shipping Azooma proved we could make a game that crosses cultures without translating itself to death. That lesson is the foundation of every game we’ll ever make.
The exit is right there. Your shoes are by the door. Breathe in.