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.
Independent studio building immersive multiplayer games.

The Mission
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.
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.
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.
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.
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.

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.
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.
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 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.

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.



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