Baltic Digital – About Us

Baltic Digital is a small indie development studio that mainly operates within Roblox. We have just 3 employees in total.

We have experience and skills in software development (HTML, CSS, PHP, JS, Lua, Python, C#), 3D modelling to a degree (about ~100 hours) as well as UI development. We’ve developed a few public games with reliable and dependable systems that are server-authoritative and secure.

Baltic Digital was formerly known as BlueTech Interactive due to a change in our focus – you can read more about this.

History (Lots of rambling, skip if you don’t want to read)

I’m warning you now, this is a lot of reading and lots of detail. Don’t read if you are not ready to read.

The roots of Baltic Digital stretch all the way back to August 2018 (that’s 7 years and 11 months ago as of writing!) when I first founded the group PlayKittens Inc.

PlayKittens Inc. had a messy history. Created friends, lost friends. Made games, closed games. Since I had zero monetary revenue back then, getting Robux for new groups was hard. Back then, you couldn’t even change the name of your Roblox group – make a small misspelling and it is permanent.

PlayKittens Inc. was in use until December 31, 2025 – that’s 7 years. Of course, PlayKittens Inc. was disgustingly small. I was the only lead developer and most members on the group were random people that never uttered a word on the group walls. Additionally, lots of members were actually my alt accounts, so there’s that.

Surprisingly, though, I did have one public game released on PlayKittens Inc., which was the oh-so-compelling title “Fart Simulator.” You can definitely guess as to what that game was about – farting, earning power-ups, buying pets, climbing the leaderboards and repeat. It was surprisingly successful, racking up over 5k visits I believe, with at least 500 unique players. People were genuinely interested. Progressively, I built up this game bit by bit instead of releasing a full version at once and somehow it paid off. I’d go so much more into detail about that game, but I think this page is already longer than it should be.

After mid June 2025 (or somewhere around that date), BlueTech Interactive was founded. Both BlueTech and PlayKittens kept co-existing, but the focus shift was immense – projects under PlayKittens stopped dead in their tracks immediately, with the one and only public project Fart Simulator receiving very few updates.

These two studios kept co-existing until December 31, 2025. On the evening of the last day in 2025, I made one last announcement. In that announcement, I wished everyone a Happy New Years and told players that PlayKittens Inc. would finally slam its doors shut after having slowly wound down its operations over the past few months. A few weeks before that, PlayKittens was already having internal chaos – I decided to resign from CEO and my friend stepped in, but he hadn’t decided to do much. The fate of PlayKittens Inc. was sealed.

After PlayKittens Inc. was buried, work began in BlueTech Interactive. Mostly. Not really. If you can count procrastination as work. For context: several months earlier I had made friends who turned out to be fairly decent builders. They didn’t really do anything in PlayKittens Inc. as I hadn’t asked them to, but we did plenty of work in BlueTech Interactive.

We had been rotting away for most of summer 2025 when suddenly, for whatever reason, everyone on the team – me, Ida-Viru and Emil – got motivation to work. And so we did. This project was “Estonian War of Independence”. For months earlier, this project was completely hung. Zero progress. Maybe I had created a semi-usable gun system, but not much beyond that. Cut to mid-2025, we started rushing the project hard. With motivation, I think we managed to complete the entire project in around 3 and a half weeks. And that was from scratch, we ditched all the old stuff. We pushed out the first few Alpha versions – play-tests were obviously buggy and the system would consistently tear itself apart if one thing was not right, but it functioned. Barely. We spent most of the months after that just heavily fixing bugs and all sorts of weird problems players reported.

I personally think EWI was a one-of-its-kind type of game, having been finished in just 3 weeks, after that having months of aggressive bug fixes and then slow and sure additions of new features players begged for. Sadly, now EWI sits as a ghost town, both thanks to the small audience it worked for and Roblox’s new age groups logic.

Enough of Estonian War of Independence – cut to yesterday, July 13 2026 – I decided that the brand BlueTech Interactive was not going to cut it. It was dead, nobody was talking at all, devs were just as active and it felt like BlueTech was frozen.

So I decided to give BlueTech one last kick-start under a new name. Same games, new priorities. Our priority now is to go slow and steady to avoid burning out again, then looking at piles upon piles of problems that would whisper: “Hey, I think you should just remake this game, lol.”

Anyway, that’s the history of Baltic Digital for you. Same soul, rapid development. Interesting to think how I aged with PlayKittens Inc.

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