About Us

Welcome to the Absurd

We all want to feel like we belong, like we are part of something more. We want to connect with others and be part of a community that goes beyond ourselves. 

This is what makes board games so amazing.

Games bring people together in a way that welcomes everyone. It lets a wide variety of folks show up at the table and participate, becoming part of the community.

Absurdist Productions creates more than just strategy, party, and family games.

We create community games.

Whether your game group consists of friends, family, or strangers, our games help bring you together to forge the sorts of connections that foster community for you and those around you.

About  Absurdist Productions

We formed Absurdist Productions because we wanted to make games our way. We didn’t want to rely on another publisher to see our vision. We wanted to ensure we could create the best games we possibly could without anyone stifling our creativity. We wanted to craft and own these games ourselves to make sure they met our high standards. If they failed, we wanted to own that too.

When we shared our first game, Churrascaria, we were able to watch how people interacted with what we’d created. We were able to sit back and see someone cheer in victory when they forced their friend to eat a plate full of sides, and the shock as someone pulled off a plate-clearing combo. 

This experience happens again and again with each game we share. Someone’s face lights up in joy when they save the dinosaur they didn’t think they could in Paleovet. When people share their stories from Seven Murders Til Midnight or Transformation, we can read how our games sparked their creativity.

The realization that our games were at the center of these experiences  impacted us deeply and left us with another purpose: 

To create games that bring people together.

Co-Owner; Designer; Developer

David Thomas

I’m attracted to old and esoteric things: antique tools, pulp magazines, pictures of dogs in military regalia. Similarly, I lean towards games with more esoteric themes, such as filling curio cabinets, working as a telephone operator, or fighting over food at a restaurant. I have hundreds of ideas bouncing around my head, and making games is the only way I know of to get them out. This is my creative outlet: As a publisher, I love the freedom I have to ensure that the game I make is exactly the one I wanted to create — that I’m not just throwing a theme on top of a set of rules. Being a publisher also has a unique set of challenges. Still, they’re all ones I really enjoy working through, such as collaborating with artists, coordinating logistics, and digging deeper into the game industry.

Co-Owner; Designer; Developer

Will Thompson

Games have always been a part of my life. Even as a child, I would make games or modify existing games in various ways. There’s a challenge involved that is unlike any other: Trying to make the idea that I came up with work is like solving a puzzle. I take aspects of things that seem unrelated on the surface, but in designing games, I can allow them to combine and interact with one another in new ways. From math and graphic design to storytelling and social interaction, there’s a lot involved in the process of making games. I’ve worked in a wide variety of capacities in my life, but creating games has been the most fulfilling.