
An original title designed, built and shipped to multiple platforms in nine months — and the studio's first Unreal Engine 4 production.
Partner studio: Puny Human
A shoot-'em-up and match-puzzle hybrid in which players blast through destructible bit-sequence walls while a pursuing “Bitwall” closes from behind, supporting up to four-player local co-operative play.
The studio needed to prove Unreal Engine 4 capability end to end, at a point when UE4 was new enough that experienced teams were genuinely scarce. That meant taking an original design from concept to a multi-platform commercial release on a compressed schedule, including console certification, with no external client absorbing the risk.
An eighteen-person team designed and built the title in Unreal Engine 4 over a nine-month cycle, with an in-house build pipeline, website and release infrastructure built alongside it.
Puzzle layouts were authored through a data-driven, spreadsheet-based system rather than in-editor volumes — an early expression of the data-driven approach the studio later applied to optimization on client work.
Console and Linux ports were developed in-house, giving the team first-hand platform certification experience it went on to sell.
Engine: Unreal Engine 4.



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