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About the Studio

OUR STORY

Seven years of building worlds worth getting lost in

Emberfall Interactive began in 2018 as four friends sharing one overheating workstation and a stubborn belief: mid-sized teams can still make big-feeling games. No crunch-as-culture, no design by committee — just a small crew iterating in the open with our players.

Today we are sixteen developers, artists and audio designers shipping story-driven action games, arcade brawlers and tactical battlers to PC, PlayStation, Xbox and Switch. Every title is prototyped, playtested and polished in-house at our Austin studio.

84

GAMES SHIPPED

16

TEAM MEMBERS

99

POSITIVE RATINGS

The open-plan Emberfall studio with developers at their desks Dual monitors showing game design work in the studio

What We Stand For

Gameplay First

If a prototype is not fun with grey boxes and no sound, no amount of art will save it. We find the fun early and protect it all the way to launch.

Players in the Room

Monthly open playtests, public roadmaps and patch notes written by the people who wrote the code. Our community shapes every release.

Sustainable Craft

Forty-hour weeks, honest schedules and zero crunch. Rested developers make better games — our back catalogue is the proof.

How a Game Gets Made

01

Prototype

Grey-box builds tested weekly until the core loop earns its keep. Most ideas die here — the survivors are strong.

02

Production

Art, audio and levels come together in vertical slices, reviewed against the prototype's promise every sprint.

03

Playtest

Open sessions with real players, telemetry on every encounter, and balance patches while the paint is still wet.

04

Launch & Live

Release is halftime. Seasons, ladders and expansions keep each world alive long after day one.

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