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WispforgeGames
Independent studio · Mobile & PC

We forge small worlds with a very big spark.

Wispforge Games is an independent studio building handcrafted games for phones and PC. Every project starts with one honest question: is this fun in the first thirty seconds? Everything else is craft, iteration, and a lot of playtesting.

12
Titles shipped
40M+
Lifetime downloads
26
People in the studio
4.6★
Average store rating
Prototype fastPlaytest weeklyShip honestlyNo dark patternsOriginal worldsHandmade art60 FPS on old phonesPlayers firstPrototype fastPlaytest weeklyShip honestlyNo dark patternsOriginal worldsHandmade art60 FPS on old phonesPlayers first

The studio

Founded by five people who kept making the same game at night.

Wispforge Games started in 2019 as a side project between a gameplay engineer, two artists, a designer and an audio producer who were all quietly building the same kind of thing after hours: short-session games with real depth underneath.

Six years later we are a full studio of twenty-six, working in two pods — one on live titles, one on new prototypes — with a shared tools team keeping both fast. We are entirely self-funded, which means we answer to players and to our own standards rather than to a quarterly slide.

We build in Unity and Unreal, ship on iOS, Android and PC, and keep the whole pipeline in-house: concept, art, code, audio, live ops and player support all sit in the same room.

01

Fun before features

A prototype has three weeks to prove it is fun with grey boxes and no music. If it cannot survive that, it does not get a production budget.

02

Respect the player

No manipulative timers, no fake scarcity, no bait pop-ups. Our monetisation has to be something we would happily explain to a player's parent.

03

Runs on real phones

We profile on five-year-old mid-range hardware, not just flagships. If a build drops frames on the test bench, it does not go out.

04

Small team, wide range

Twenty-six people across design, art, engineering, audio and player support. Everyone playtests, everyone files bugs, everyone has an opinion.

Our games

Six worlds, one forge.

Different genres, same rule: a session should be short enough to fit in a coffee break and deep enough that you keep thinking about it afterwards.

LiveAction roguelite

Emberfall

A one-thumb roguelite about a dying forge and the ember that refuses to go out. Twelve-minute runs, ninety relics, and a build system that rewards you for being greedy exactly once.

RunsRelicsBoss rush

iOS · Android · PC

LiveCozy puzzle adventure

Wisp & Wander

A hand-painted journey across a sleeping valley where light is the only tool you have. No timers, no fail state — just eighty quiet puzzles and a soundtrack recorded on a single upright piano.

Hand-paintedNo timersOffline

iOS · Android

In developmentTurn-based tactics

Forgeborn Tactics

Squad tactics on a six-by-six grid where every unit is something you built and can melt back down. Short battles, permanent consequences, and an economy where scrapping your best soldier is sometimes right.

Grid combatCraftingPermadeath

PC · iPad

LiveArcade racer

Neon Kite

Wind-powered racing through vertical cities at sunset. One input, three lines to ride, and a ghost of your best run that gets very slightly more annoying each week.

One-touchGhost racesWeekly cups

iOS · Android

Soft launchDeckbuilding dungeon crawl

Hollow Anvil

You are the smith, not the hero. Forge the cards the adventurers take downstairs, then watch through a scrying bowl as they misuse every single one of them.

DeckbuilderIndirect controlRuns

PC

In developmentIdle village builder

Lantern Tide

Rebuild a harbour town between tides. Progress continues while the app is closed, the shop sells nothing that speeds up time, and the whole loop fits in five minutes a day.

IdleBase buildingSeasonal

iOS · Android

How we build

From a sentence on a whiteboard to a game on your phone.

Every title we ship goes through the same six stages. The early ones are deliberately brutal so the later ones can be calm.

  1. 011 week

    Spark

    Anyone in the studio can pitch. A pitch is one page and one sentence describing the moment a player will tell a friend about. We greenlight three or four a quarter.

  2. 023 weeks

    Grey box

    No art, no audio, no story. Just the core loop on a device, played by people who did not build it. Most ideas die here, and that is the point of the stage.

  3. 038–10 weeks

    Vertical slice

    One level, finished to shipping quality — art, sound, UI, haptics, the lot. If the slice does not hold up next to the games we admire, it goes back a step.

  4. 046–12 months

    Production

    Content, systems and polish in two-week cycles, with a playable build every Friday and a playtest session every second Monday.

  5. 058 weeks

    Soft launch

    A limited release in a handful of regions. We watch retention, session length and — most importantly — where people stop having fun.

  6. 06Ongoing

    Live

    Seasonal content, balance passes and player support. A game stays in the roster as long as people are still playing it, not as long as a roadmap says so.

Careers

A studio that is actually sustainable.

We hire slowly and keep people for a long time. The team is deliberately small, the scope of what you own is deliberately large, and the release schedule is set by the game rather than by a marketing calendar.

Four-day sprint weeks

Fridays are for builds, playtests and personal projects — not for meetings. Nobody is asked to crunch to hit a date we invented.

Everyone ships

Your name goes in the credits of anything you touch, including prototypes that never leave the building.

Hardware that keeps up

A machine of your choosing, a test-device shelf with forty phones on it, and a budget for whatever tool actually makes you faster.

Room to be wrong

Three quarters of our prototypes get cancelled. That is a healthy number, and nobody is punished for having built one of them.

Open roles

Applications are read by the team you would be joining. We reply to every one, usually within two weeks.

  • Gameplay Engineer (Unity)

    Engineering

    Full-time · Hybrid
  • Technical Artist

    Art

    Full-time · Hybrid
  • Systems Designer

    Design

    Full-time · On-site
  • Player Support Specialist

    Live Ops

    Full-time · Remote

Nothing here that fits? Send us the thing you are proudest of building and tell us what you would fix about it now. Speculative applications go to careers@wispforgegames.com.

Contact

Tell us what you are building.

We read everything that comes in — pitches, bug reports, blunt feedback about a boss fight. Pick the address that fits and we will get back to you.

Studio hours: Monday to Thursday, 10:00–18:00

Response time: two working days for support, up to two weeks for applications

General enquiries

hello@wispforgegames.com

Partnerships, press and anything that does not fit elsewhere.

Player support

support@wispforgegames.com

Bugs, purchases and account questions. Include your player ID if you have one.

Careers

careers@wispforgegames.com

Applications and speculative introductions.

Privacy & data

privacy@wispforgegames.com

Data access, deletion and any question about our Privacy Policy.