Embergrove Games StudioPrivacy

Independent game studio

We make games that catch fire quietly.

Embergrove Games Studio is a small independent team building mobile and PC games with the same idea at the centre of each one: a loop simple enough to explain in a sentence, and deep enough to keep you up past midnight.

Studio founded
2019
Projects in the oven
3
Independent
100%

The studio

An ember, and room for it to grow.

Embergrove started the way most small studios do: a handful of people who kept prototyping on evenings and weekends until one of the prototypes refused to be put down. We kept the habit and built a studio around it.

We stay deliberately small. Every project is owned end to end by the people making it, which means fewer handoffs, shorter feedback loops, and a build that is playable almost every day of development. If an idea does not survive contact with a controller or a thumb, it does not survive at all.

Our games span cozy survival, action roguelites and one-thumb puzzlers, but the brief is always the same: respect the player's time, and give them something worth coming back to.

What we're building

Projects currently in the grove.

We announce a game when it is genuinely ready to be played, not before. Here is what the team is working on right now.

In production

Untitled Grove Project

Cozy survival · Mobile

A slow-burning survival game about tending a forest that keeps growing back differently every season.

Prototype

Ashfall

Action roguelite · Mobile & PC

Short, punchy runs through a collapsing world, built around a deck of embers you rebuild after every death.

Concept

Untitled Puzzle Project

Puzzle · Mobile

A one-thumb puzzle game with a single rule that keeps folding in on itself the further you go.

How we work

Four rules we keep coming back to.

01

Pick up in seconds

A first session should make sense without a tutorial wall. We design the opening minute as carefully as the hundredth hour.

02

Built to be replayed

Systems that recombine, run after run. We prefer depth that emerges from simple rules over depth bolted on with menus.

03

Fair by default

No dark patterns, no pressure timers, no designs that punish players for putting the game down and coming back later.

04

Small team, tight loop

Designers, engineers and artists sit in the same build. Ideas get playable fast, and bad ones get cut just as fast.