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.
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.
The studio
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.
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.
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.
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.
Twenty-six people across design, art, engineering, audio and player support. Everyone playtests, everyone files bugs, everyone has an opinion.
Our games
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.
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.
iOS · Android · PC
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.
iOS · Android
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.
PC · iPad
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.
iOS · Android
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.
PC
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.
iOS · Android
How we build
Every title we ship goes through the same six stages. The early ones are deliberately brutal so the later ones can be calm.
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.
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.
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.
Content, systems and polish in two-week cycles, with a playable build every Friday and a playtest session every second Monday.
A limited release in a handful of regions. We watch retention, session length and — most importantly — where people stop having fun.
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
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.
Fridays are for builds, playtests and personal projects — not for meetings. Nobody is asked to crunch to hit a date we invented.
Your name goes in the credits of anything you touch, including prototypes that never leave the building.
A machine of your choosing, a test-device shelf with forty phones on it, and a budget for whatever tool actually makes you faster.
Three quarters of our prototypes get cancelled. That is a healthy number, and nobody is punished for having built one of them.
Applications are read by the team you would be joining. We reply to every one, usually within two weeks.
Gameplay Engineer (Unity)
Engineering
Technical Artist
Art
Systems Designer
Design
Player Support Specialist
Live Ops
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
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.