Game development studio · Shoreditch, London

We forge worlds worth getting lost in

TitanRelicQuest is an independent studio building story-rich action RPGs, co-op survival worlds, and live-ops titles — from a scrappy prototype to a launch-day build on PC, console, and mobile.

Relic Vaults01

Relic Vaults

Action RPG · Unreal Engine 5

Tidebreak Co-op02

Tidebreak Co-op

Survival · 4-player online

Neon Hollow03

Neon Hollow

Roguelite · Steam Early Access

Ember & Ash04

Ember & Ash

Narrative adventure · Switch

Skyforge Arena05

Skyforge Arena

Live-ops · Cross-play

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Our story

From a Rivington Street back room to shipped titles

We started as three developers sharing a desk above a Shoreditch coffee roaster. A decade later we are a 24-person studio that still ships every build ourselves — no outsourced core, no filler content.

  1. 2014

    Three desks, one prototype

    Founded above a coffee roaster on Rivington Street. Our first vertical slice, a dungeon-crawl demo, won a local BAFTA Crew showcase slot.

  2. 2017

    Relic Vaults ships

    Our debut action RPG launched on Steam and PlayStation, crossing 400,000 players in its first year and funding the studio outright.

  3. 2020

    Live-ops division opens

    We built an in-house telemetry and seasonal-content pipeline so our worlds keep evolving long after launch day.

  4. 2023

    Console + mobile parity

    Shipped Tidebreak Co-op with cross-play across five platforms and a shared save system that survives mid-raid platform swaps.

  5. 2026

    24 people, still hands-on

    Two new IPs in production, a dedicated audio suite in the basement, and a mentorship track for junior developers from London colleges.

How we build

A pipeline that turns pitches into playable

Every engagement runs through four disciplined phases. You get a playable build at the end of each one — no black boxes, no six-month silences.

01

Discovery & vertical slice

Two weeks of pillar workshops, then a hands-on-controller slice that proves the core loop before a single production sprint begins.

2–3 weeks · from £9,500

02

Pre-production & tech spike

We lock the engine, tooling, and art direction, de-risk the hardest system with a spike, and hand you a tuned production roadmap.

4–6 weeks · from £22,000

03

Production sprints

Two-week sprints with a playable build and recorded walkthrough at every review. Content, systems, and polish grow in lockstep.

From £14,000 / month

04

Launch & live-ops

Certification, store setup, day-one patch, and a seasonal content plan with live telemetry so the world keeps breathing.

Retainer · from £6,500 / month

Voices

What players and partners say

Feedback from the studios we have co-developed with and the players living in our worlds.

“They took our napkin-sketch pitch and handed back a vertical slice in three weeks that convinced our whole board to greenlight the project.”
PPriya N.Executive Producer, Halewood Interactive · March 2026
“The live-ops pipeline they built means our seasonal drops ship on time every single quarter. Player retention is up 38% since launch.”
MMarcus D.Publishing Director, Camden · January 2026
“I have 200 hours in Relic Vaults and the Sunken Archive still gives me chills. You can feel that real people crafted every corridor.”
SSofia L.Player, Manchester · November 2025
“Cross-play actually works. I raid on Switch at lunch and pick up on PC at night with the same save. That never used to be possible for a team this size.”
TTom R.Player, Bristol · September 2025

Good to know

Frequently asked questions

The things studios and founders ask us before a first call.

Which engines and platforms do you work in?

Our core stack is Unreal Engine 5 and Unity 6, with bespoke C++ and C# tooling on top. We ship to PC (Steam, Epic), PlayStation, Xbox, Nintendo Switch, and mobile, and we handle full platform certification in-house.

Can you take on just a slice of an existing project?

Yes. Roughly half our work is co-development — a combat system, a live-ops pipeline, a porting pass, or a rescue on a stalled build. We slot into your source control and stand-ups so it feels like one team.

How much does a full game cost to build?

It depends entirely on scope, but a focused indie title typically runs from £180,000 to £600,000 across pre-production and production. We always start with a fixed-price vertical slice so you can validate the idea before committing to the full budget.

Who owns the IP and the source code?

You do. Every contract assigns full ownership of the game, source, and assets to you on final payment. We keep only the reusable internal tooling we brought to the project, which stays licensed to you for the title we built together.

Do you help after launch?

Absolutely. Most partners keep us on a live-ops retainer for patches, seasonal content, telemetry-driven balancing, and platform updates. We can also train and hand off to your own team on a fixed timeline.

Can we visit the Shoreditch studio?

Please do. We host partners at 58 Rivington Street for playtests and design jams, and our basement audio suite is open for recording sessions. Book ahead so we can have a build ready for you to play.

Start here

Pitch us your world

Tell us about the game you want to build or the build you need rescued. We reply to every serious enquiry within two working days.

Find us in Shoreditch

58 Rivington Street, Shoreditch, London EC2A 3QN