Clover Pit. A word that, today, for countless players means one thing only: the latest surprising creation by the small Italian development studio Panik Arcade. A title with a magnetic gameplay that blends classic roguelike mechanics with those of slot machines, enriching the experience with a strategic layer that makes every run different from the last.
The result is an original product, hard to categorize and precisely for this reason unique, which has reached an extraordinary milestone: over one million copies sold on Steam. A number that is almost thirty times higher than the population of San Marino, the country where Panik Arcade is based.
Matteo Gonano is one of the two minds behind the studio. Excaliber has known him for many years and decided to sit down with him to retrace his journey, recount the birth of CloverPit, and explore the exceptional moment the team is currently experiencing.
This interview was born from that conversation.
Matteo, let’s start from the beginning: can you tell us about your journey as a video game developer?
I started with Game Maker 8, even before Game Maker Studio, around 2009, when I was in middle school. I wanted to copy a Kaizo Mario World ROM hack that, due to my limited experience at the time, I couldn’t manage to find. So I decided to learn how to program. Apparently, that solution seemed easier to me than doing proper research on the internet.
From there, a whole new world opened up. I started creating small shoot ’em ups, until in 2015 I released my first finished product: Project Starship 1.
In 2019, I started collaborating with Lorenzo, a dear friend and now my colleague, who represents 50% of CloverPit and Yellow Taxi Goes Vroom. Lorenzo has been a fundamental figure in the growth of our games: he is an incredibly talented artist who learned 3D modeling in record time, shaping the stylistic identity that can clearly be found in both titles.

Before Clover Pit, you developed several titles under the Panda Indie Studio brand, often with an arcade and old-school approach. What pushed you to change direction?
I would say this is the result of my collaboration with Lorenzo: we influenced each other’s tastes. In reality, the retro arcade spirit is still very present in the works we create – not by chance the studio is called Panik Arcade. However, we felt the need to explore something different while still keeping that root.
How did the idea for Clover Pit come about?
We carefully observed the market and were influenced by games such as Inscryption, Balatro, Buckshot Roulette, and Vampire Survivors.
We tried to combine roguelike mechanics with those typical of a slot machine, which naturally generate a great sense of anticipation. I believe that anyone, at least once in their life, while watching a slot machine, has felt the desire – almost the impulse – to smash it and take all its loot. That is the fantasy at the heart of CloverPit.

CloverPit is a unique game, not easily categorized and with a strong identity. What were the biggest challenges you faced, both during development and when presenting such an unconventional project to the audience and the market?
The game was developed by the two of us, and the design is not entirely my own work. Lorenzo and I had to carefully balance the element of luck with that of control: maintaining the typical anticipation of chance while, at the same time, allowing players, through their choices, to achieve predictable results and improve their score.
The in-game economy was also a major challenge. We had to make sure that the 160 charms were fun to use and truly worth the tickets spent to obtain them.
Excaliber’s Note. Charms are collectible passive items that players can obtain during their runs to deeply modify the game’s mechanics. Tickets are also resources that can be earned and used within CloverPit . It is important to note that the game does not feature any microtransactions.

The game’s success has been overwhelming. How are you experiencing it?
Lorenzo and I are still experiencing it with great amazement. We feel fulfilled, but also full of enthusiasm. For a long time, everything felt almost unreal. Our lives, in the end, have remained the same – but I must admit that today we feel much more confident when looking toward the future.
This answer naturally leads to another question: what are the next steps for CloverPit and for Panik Arcade
At the moment, we do not have any other projects in active development, but there will definitely be some in the future. For now, we are focused on updates and on the already announced CloverPit DLC.
Final question. Years ago, when you were still at the beginning of your career, Excaliber first met you at an event together with your father. With understandable concern, your father asked whether you truly had a chance to succeed in such a complex and competitive industry as video games. Today, in light of CloverPit’s success, what does your father think about your journey and the results you have achieved?
Despite his concerns, my father was actually very supportive. He is definitely happy – and also very relieved – about how things turned out.




