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Studio

A small studio making its own games

Brunsward Studios is an independent studio making PC and mobile games. No publisher, no client work. Smaller budgets, but every decision is ours.

Who we are

We're an independent team and we make our own games. There's no client work in the background and no publisher with a say in the direction.

Decisions happen close to the game. Whoever designs a mechanic usually builds it too, and plays it the same day.

What we build

Two strands: bigger titles for PC, compact games for mobile. Which engine we reach for is up to the project.

It always starts with a mechanic we want to play ourselves. World, characters and look come after that.

How we work

  1. 01

    Playable before pretty

    An idea only becomes a project once it feels good with placeholder art.

  2. 02

    The same build every week

    Once a week we play the same state for an hour, all of us together. Anything that drags shows up in that hour.

  3. 03

    Cut honestly

    Features that don't carry their weight go, even with months of work in them. That's what keeps the core clear.

  4. 04

    Build in the open

    We write down what's taking shape. The blog is closer to a notebook than an announcement channel.

What we hold to

  • Our own ideas

    It starts with a question we actually want answered. We look at the charts afterwards.

  • Rules you can read

    You should have them in a minute and still be probing them ten hours later.

  • Games with a face

    The look, the tone and the characters should be recognisable without a logo in frame.

  • PC and mobile as separate jobs

    Two platforms, two sets of expectations. We design for each on its own terms.

PC and mobile

A PC game and a mobile game ask different questions. We design for each platform in its own right and don't build a middle ground.

On PC

If you sit down at a PC, you're giving it time. So a game is allowed to ask something of you: systems that mesh, and decisions that still bite two hours later.

On mobile

On a phone the first ten seconds decide it. And picking up exactly where you left off after an interruption.

Team

The people behind the projects.

Team profiles are coming shortly.

Working together

Publishing, porting, audio or localisation: write to us if there's a real fit. Ideally about a specific project.