Independent game studio

Games built around worlds worth remembering.

NexusForge Studio is an independent studio making original games: places with a sense of atmosphere, characters worth following, and systems that hold up long after the first hour.

Independent studio · games first · our first titles are in development

The work that matters most to us

Original games, made at the pace good games are actually made at. Our first titles are in development; the games page is where they will appear, and it says plainly what cannot be shown yet.

Worlds first

A project starts with a place: its light, its rules, and the reason someone would want to stay in it. Mechanics are chosen to serve that place, not the other way round.

Systems that hold up

A game is a system under load — saves, states, edge cases, a player who does the unexpected. We build for the hundredth hour, not the demo.

Atmosphere over noise

We would rather make one thing that feels right than ten things that demo well. Restraint is a design decision, not a limitation.

An independent studio, and why it exists

NexusForge Studio is an independent studio. There is no publisher checklist and no invented roadmap: we make the games we want to play, and we hold the work to a standard of its own.

We build worlds we would want to spend time in, and we would rather take longer than ship something we do not believe in.

How we work

  • Small, focused production sprints with written review
  • Design questions settled in the build, not in a document
  • Art, code and audio treated as one craft, not three hand-offs
  • Each project's technology kept reusable for the next one

Built while we build games

Some of what a game needs is not specific to that game. When a problem is general enough, we turn our solution into a tool and document it properly. It is a side of the studio, not its centre.

Available now · Unity 6000.3

PersistKit

A save and load package for Unity that behaves the way a shipped game needs: one line for a value, one component for a scene object, named slots with rotating backups, a recovery ladder for a damaged file, asset references, the objects a game spawned from prefabs, and cloud copies that ask rather than overwrite.

Documentation

Persistence, documented in full

Ten groups of documentation for the studio's published technology: a five-minute quick start, the Unity workflow, data and versioning, security, cloud, Editor tooling and a complete reference. Searchable, with breadcrumbs and previous/next navigation.