The Mission

We break down barriers
and build living worlds.

How we work

01 — Ship relentlessly

500+ updates across our games. We self-publish on PC and consoles, constantly improving and acting on feedback from over 25 million players so far.

02 — Challenge pipelines

Today's tools are powerful, but they were made for yesterday's games. We build upon the state-of-the-art to chase ideas that haven't been done before.

03 — Think Long Term

Ambitions like ours take time. We're not interested in building simple games, so we take measured risks and plan for uncertainty as we build.

Over a decade of building

  1. 01 / 072014–2015

    Forged on RuneScape

    James meets his future co-founders at Jagex, where he builds the studio's anti-cheating platform and is instrumental in launching Old School RuneScape.

  2. 02 / 072016–2017

    Deceit pioneers a genre

    Deceit, our first public project, launches on Steam. Built around voice chat, suspicion and betrayal, it pioneers social deduction on the platform and goes on to reach millions of players.

    Deceit launch artwork announcing the game is out now
  3. 03 / 072018–2019

    1,000 players, one world

    We run a 1,000-player alpha test of Mavericks: Proving Grounds, a high-fidelity open-world shooter built on SpatialOS. When SpatialOS is shut down, Mavericks ends with it, as does every game on the platform, but the large-scale multiplayer lessons stay with us.

  4. 04 / 072020–2021

    We become World Makers

    Automaton Games becomes World Makers. We rebuild everything on our own technology stack, from networking and servers to tools and pipelines, so our games never again depend on someone else's platform.

  5. 05 / 072022–2023

    We move to Unreal

    We move from our custom build of CryEngine to Unreal Engine. Deceit 2 is the game the public sees launch on it, but our internal tools, from massive-scale networking to rapid content development, move over too, ready for every game that follows.

    Deceit 2 characters sprinting through a corridor
  6. 06 / 072024–2025

    Beyond a single platform

    Deceit 2 expands to PlayStation and Xbox with full cross-play, and development begins on an ambitious large-scale PvE game. All the while, our platform keeps growing towards a studio that makes many games at once.

    A Deceit 2 player vaulting over a barrier in a neon-lit lab
  7. 07 / 072026–2027

    More worlds in the making

    MVX: London opens our next chapter as a multi-game studio. With our rapid development platform and studio process now mature, we're building several worlds at once, including projects we haven't announced yet.

    An aerial view of the London skyline at night in MVX: London, with Big Ben lit by the Flux
A World Makers developer reviewing a Deceit 2 map heatmapA World Makers level designer working on a game environment

Cambridge, UK

Built to build

Our lean team is intentional. A decade of tools, infrastructure and shared practice lets us spend more time creating and less time firefighting.

25M+
Players across the Deceit franchise
500+
Updates shipped
$7M
Investment raised