Our story

Two gamers, one family, one game.

Luneo Entertainment is us, Tini and Marko, together with our three kids. This is the story of how a childhood dream turned into a studio, and why we are building our first game right now.

Tini and Marko taking a selfie in front of a pixel art alien landscape with a spaceship and glowing mushrooms
Christin (Tini) and Marko Lorenz, the founders of Luneo Entertainment.

01 · Childhood

Gamers for as long as we can remember.

Marko was four when his dad brought home an Atari. He knew right away: there had been a life before, and now a whole new kind of life was beginning. As a kid he invented his own games and filled entire notebooks with stories and levels. His biggest dream was always to make a game of his own.

Tini was four as well when it all started for her. Her parents were busy building their house and didn’t know what to do with her, because she kept getting in the way. So her dad sat her down at the computer and started Wheel of Fortune. She was hooked instantly, even though she couldn’t read yet, and she already knew: this is my destiny. Later she made up her own stories, experimented with RPG Maker and built her first small games.

We have been gamers ever since.

02 · Who we are

Tech meets creativity.

Marko became a court-appointed expert witness in IT forensics, a programmer and a developer. Later he founded Brainwave3D, made music, wrote books and built an app that more than 100,000 people use today.

Tini studied language, literature and communication science and spent many years in marketing, including a leadership role at RTL. She paints, dreams up worlds and loves good design more than anything.

Our paths came together in 2022. Since then we have had both things a game needs: the technical know-how and the creativity.

One thing we both found sad: in the years before we met, neither of us had been gaming anymore. We never made the time for it, that’s simply how things went. When we got together, we brought the passion of our childhood back to life, together.

Marko and Tini sitting close together and smiling into the camera
Marko and Tini.

03 · Late 2025

A studio, one careful step at a time.

In late 2025 we founded Luneo Entertainment. We knew from day one exactly what kind of game we wanted to make, and that something like this takes time. So we started with the foundation: our own engine, the Terra Engine.

The whole first year was pure engine development, on the side, as a hobby. More about the Terra Engine

Terra Engine planet editor showing the map of the planet Veyl, divided into numbered areas
The Terra Engine planet editor: a world takes shape, one area at a time.

04 · 2026

A hard year.

In 2026, work wasn't going well for either of us. We were frustrated, money worries piled up, and at some point we felt we had lost our sense of purpose. We simply didn't know where the journey was headed.

We had two options. Keep going as before and let the worries drag us down. Or spend our days on what we love most, stay in a good mood, and in the worst case things stay exactly as they are.

We chose the second one.

05 · What we love

Game-life balance.

Take one look around our house and you know what we love most: games. We have our own gaming corner, and playing together is what our three kids and the two of us enjoy more than anything. In our family we call it game-life balance.

Marko and the kids playing together at several computers in the family's gaming corner
Our gaming corner at home.

06 · The sign

Do what you love.

On the day we decided to make our game for real, Marko sold his used paraglider. While packing it up for the new owner, he found something inside the backpack: a T-shirt from the previous owner. It said: “Do what you love”.

For us, that was a sign. It confirmed what we had decided that very morning.

The yellow T-shirt printed with Do what you love, found in the paraglider backpack
The T-shirt from the paraglider backpack.

07 · The idea

Where cozy meets adventure.

Marko loves Star Citizen for its freedom and exploration, and at the same time cozy games like Harvest Moon, Stardew Valley and Coral Island. In those, something was always missing: at some point the world felt too small, and when the game was over, it was simply over.

Tini mostly plays cozy games. To her, a game has to look beautiful and feel familiar from the very first minute.

So we brought both worlds together: the cozy feeling with real progress, inside a big adventure in space. That became Call Me Human, a story about trust, friendship and love, and about the question of where we really belong.

Scene from Call Me Human: the hero in front of a crashed spaceship in a red, rocky landscape
A scene from Call Me Human.

08 · Today

We are building our first game.

Right now we work on Call Me Human every day, as a family. Marko builds the engine and the game, Tini takes care of design and marketing, and our kids test everything new.

Our goal: to finish the game within one year. Will we make it? We believe we will. But the only thing that really counts is that we do what we love and have fun doing it.

Tini, Marko and their three kids on a road trip in the car
Tini, Marko and our three kids.
Call Me Human cover art: a space helmet in a red, rocky landscape

We share the whole journey openly. In our devlog we show you every day how we are getting on.