An independent studio building its own games
NexusForge Studio is an independent game studio. We make original games — worlds, characters and systems that belong to something rather than to a genre — and we finish them to a standard we can defend without footnotes.
A studio that makes games first, and builds the technology only when the games need it.
We are not a tools company that happens to make games. Games are the work: they set the requirements, they decide what is worth building, and they are what we want to be judged on.
Everything else on this site — including the one technology we have published — exists because a game needed it and the solution turned out to be general enough to share.
Small studios exist because someone decided the games they wanted to play were not going to be made otherwise. That is the honest version of why this one exists.
It also sets the constraint we work inside: a limited number of hands, no publisher checklist, and therefore no room for work that does not end up in a game. That constraint is the reason the studio builds its own tools and keeps them reusable instead of rebuilding the same infrastructure on every project.
How we approach development
Creative and technical decisions are the same conversation here. These are the habits that come out of that.
World before feature
A mechanic earns its place by making the place more itself. If it does not, it is a demo, and demos do not ship.
Craft you can check
Where a guarantee is claimed, the mechanism behind it is named. That habit was learned building game infrastructure, and it applies to design decisions too.
Failures that explain themselves
A player should never be left guessing what happened, and neither should a collaborator. Clear failure is a feature, not a support burden.
Where the studio is right now
Two halves of the same work: the games being built, and the technology that came out of building them.
Games
In development- Our first original titles, unannounced on purpose
- Prototypes built to decide what the studio makes next
- Shared technology kept reusable across projects
The games page says exactly what can and cannot be shown yet.
Technology
Verified- NexusForge Persistence: a save framework for Unity
- 582 Edit Mode tests and a 12-check IL2CPP player probe
- Documentation held to the same standard as the code
A side product of the studio's own game work: the tool, in detail.
What this site does not publish
A studio site is a public face, not an open door. These things stay private, deliberately.
- Not published The studio's people. No names, profiles or internal structure — this page describes the studio, not its individuals.
- Not published Unannounced projects. No codenames, no screenshots, no deadlines, no spending.
- Not published Internal development notes, private repositories and unpublished plans.
- Never Numbers we cannot substantiate, awards we have not won, press quotes we do not have, and logos we have no permission to display.
Contributors and enquiries
The studio runs remote, asynchronous production sprints and takes on contributors through a structured programme: gameplay programming, 2D art and animation, and game audio. Intake is currently paused — Careers describes the tracks, the prerequisites and how to submit a portfolio when the next cycle opens.