Rogue Artifact Realm
Game Development Studio · Shoreditch, London

We brew roguelikes worth losing sleep over.

From procedural loot systems to full-production release, Rogue Artifact Realm is a compact London studio that designs, prototypes, and ships games with mechanical depth and hand-tuned feel.

+44 20 7639 4390 · 58 Rivington Street, Shoreditch, London EC2A 3AU

Rogue Artifact Realm lead designer at work in the Shoreditch studio

Est. Shoreditch

Game craft, small batch

Trusted formulas

Studios and publishers we've mixed with

Ember Fox GamesNorthline PublishingPixel ApothecaryHalcyon InteractiveTwo Owls Media

The recipe

How a build comes together

Every title follows the same measured method — from the first grey-box prototype to the day it ships to players.

  1. 01

    Discovery & pitch tincture

    A two-week paid workshop where we pressure-test your core loop, define the fantasy, and produce a playable grey-box you can hand to real testers.

  2. 02

    Vertical slice

    6–10 weeks to build one polished, representative slice — art direction locked, core systems tuned, and a build you can put in front of publishers.

  3. 03

    Production run

    Full content build in fortnightly sprints with playtests every Friday. You see the game grow in a shared build channel, never in a black box.

  4. 04

    Launch & aftercare

    Store setup, certification, day-one patch, and a 90-day live-ops retainer for balance passes and the inevitable post-launch fires.

The shelf

What we bottle

Concrete engagements with clear scope and pricing in pounds — no open-ended day rates.

Roguelike Systems Design

Procedural generation, run structure, meta-progression and loot economies designed and documented in a systems bible your team can build against.

4–8 weeks · from £14,000

Playable Prototype Sprint

A two-week focused sprint that turns a single mechanic or pitch into a Unity or Godot build you can actually hold and test with players.

2 weeks · from £6,500

Full-Production Development

End-to-end development for PC and console — engineering, gameplay, and technical art through to a certified, shippable release.

6–14 months · from £120,000

Combat & Feel Tuning

Hit-stop, camera shake, input buffering and animation cancels dialled in until your combat reads crisp on controller and keyboard alike.

3–5 weeks · from £9,800

Porting & Optimisation

Frame-rate profiling, memory budgets and Steam Deck / Switch porting so your title runs smooth on the hardware players actually own.

5–9 weeks · from £18,000

Live-Ops & Balance

Post-launch retainer covering seasonal content cadence, data-driven balance passes, and hotfix support with a same-week turnaround.

Monthly · from £3,200/mo

The cabinet

Recent brews from the bench

A few titles and slices shipped out of the Rivington Street workshop. Tap any label to open it.

Word from the bench

What partners say

They took a messy pitch deck and handed back a grey-box that got us a publishing deal in six weeks. The systems bible alone was worth the fee.

Priya M.

Creative Director, Camden · March 2025

Our combat finally feels good. The feel-tuning pass fixed input lag we'd chased for months and the difference on controller is night and day.

Tomasz K.

Indie developer, Bristol · January 2025

Friday playtests kept the whole team honest. We always knew exactly where the build stood — no nasty surprises near launch.

Eleanor S.

Producer, Hackney · November 2024

The Switch port shipped on time and held 60fps. They flagged memory issues early instead of at cert, which saved our launch window.

Daniel O.

Studio lead, Manchester · September 2024

They took a messy pitch deck and handed back a grey-box that got us a publishing deal in six weeks. The systems bible alone was worth the fee.

Priya M.

Creative Director, Camden · March 2025

Our combat finally feels good. The feel-tuning pass fixed input lag we'd chased for months and the difference on controller is night and day.

Tomasz K.

Indie developer, Bristol · January 2025

Friday playtests kept the whole team honest. We always knew exactly where the build stood — no nasty surprises near launch.

Eleanor S.

Producer, Hackney · November 2024

The Switch port shipped on time and held 60fps. They flagged memory issues early instead of at cert, which saved our launch window.

Daniel O.

Studio lead, Manchester · September 2024

Visit the workshop

Let's talk about your build

Tell us about your game — a mechanic, a pitch, or a half-finished project that stalled. We reply to every enquiry within two working days.

Studio
58 Rivington Street, Shoreditch, London EC2A 3AU
Studio hours
Mon–Fri, 9:30–18:00 · Playtest Fridays until 20:00