QuantumWildForge studio at work
Indie game studio · Surry Hills, Sydney

Hand-forged games with heart, made in Surry Hills.

QuantumWildForge is a small Sydney studio crafting original titles, co-op multiplayer and narrative-driven worlds. We build the games we want to play — pixel by pixel, line by line.

Our mission

We make games the slow way — by hand, with care.

Founded in a Crown Street loft in 2017, QuantumWildForge believes great games come from small teams who sweat the details. No factory pipelines, no soulless reskins. Every project gets a dedicated pod of designers, artists and engineers who stay with it from grey-box prototype to launch day.

14
Titles shipped
3.2M
Players reached
9
Years in Surry Hills
4
Platforms supported
What we do

Studio services, end to end

From a napkin idea to a polished build on Steam and console — pick a single service or hand us the whole project.

Original Game Development

Full-cycle production for PC and console. 6–18 month builds in Unity or Godot, fixed sprints, weekly playable builds. From AUD $48,000.

Narrative & World Design

Branching quests, lore bibles and dialogue systems written by our in-house writers. Standalone narrative packages from AUD $9,500.

Co-op & Multiplayer Systems

Netcode, matchmaking and 2–8 player session design built on dedicated servers. Multiplayer integration from AUD $22,000.

Console Porting & Launch

Switch, PlayStation and Xbox ports with full certification support and store setup. Typical port: 8–12 weeks, from AUD $15,000.

Selected work

Case studies from the forge

A few projects we shipped from our Surry Hills workshop.

Ember HollowRoguelike · PC & Switch

Ember Hollow

A hand-painted roguelike dungeon crawler with procedurally stitched rooms and a hand-scored soundtrack. We led design, art and Switch porting over 13 months.

Result

180,000 copies sold in first year, 94% positive on Steam.

TidewardensCo-op · PC

Tidewardens

A 4-player co-op survival game set on a sinking archipelago. We built the netcode, drop-in sessions and the seasonal live-ops calendar.

Result

Peak of 41,000 concurrent players during launch weekend.

Paper LanternsNarrative · Mobile

Paper Lanterns

A cosy narrative adventure about a night-market in Sydney. Branching story with 28 endings, fully voiced, written by our narrative pod.

Result

Apple "Game of the Day" in 17 regions.

Neon ReveriePort · PlayStation & Xbox

Neon Reverie

Console port of an indie hit, including controller remapping, trophy/achievement integration and full certification across both platforms.

Result

Certified first-pass on both stores, zero relaunch delays.

The crew

The people at the workbench

A tight-knit pod of makers who have shipped together for years.

Mara Okafor

Fifteen years across indie and AA. Mara sketches every world on paper before a single line of code is written, and keeps the studio honest about what is fun.

Mara Okafor

Creative Director

Declan Vasquez

Netcode whisperer and tools obsessive. Declan built the multiplayer backbone behind Tidewardens and refuses to ship a frame above 16ms.

Declan Vasquez

Lead Engineer

Yuki Tanaka

Hand-paints textures the old-fashioned way before they ever touch a sprite sheet. Yuki gives every QuantumWildForge title its warm, tactile look.

Yuki Tanaka

Art Director

Priya Sundaram

Former novelist turned game writer. Priya designs branching stories that remember your choices and built the 28 endings in Paper Lanterns.

Priya Sundaram

Narrative Lead

Kind words

What partners say

Studios and publishers we have worked alongside.

QuantumWildForge took our rough prototype and turned it into a game that actually shipped. They treated our IP like it was their own.
Hannah W. · Newtown, Sydney · March 2026
The multiplayer netcode they built has held up through three big content drops without a single rollback. Genuinely brilliant engineers.
Tom R. · Melbourne, VIC · January 2026
Our Switch port came back certified on the first submission. That never happens. The team sweated every edge case for us.
Aisha K. · Brisbane, QLD · November 2025
Working out of their Crown Street studio for a fortnight was the best decision of our project. Warm people, serious craft.
Lucas D. · Surry Hills, Sydney · September 2025
Get in touch

Tell us about your game

Have an idea, a half-built prototype, or a port that needs finishing? Send us a note and we will reply within two business days.