Independent game studio — Melbourne, AU

Small games.
Heavy gravity.

PixelForge is a three-person studio making tight, replayable arcade games that respect your time and punish your reflexes. Our next one is OVERCLOCKED — and there's a 30-second demake of it running in the cabinet on the right. Go on. One run.

3Games shipped
1.4MDownloads
97%Positive reviews
Overclocked // browser demake v0.9

Optional mini-game. Press Space, Up arrow or Enter to start and to jump over incoming voltage blocks. Press Escape to pause and release the game. You can Tab past this game — it never captures keys unless it is focused.

SPACE//TAP jump · ESC pause HI 00000

Current project

Overclocked

The grid is alive.
It wants its voltage back.

Synthwave survival-runner · one button · zero mercy

You are a rogue power surge sprinting down the mainline of a city that has decided you are a fault to be corrected. Runs last sixty seconds — if you're good. Every death rewinds the city, reroutes the grid, and raises the voltage. Learn the rhythm, or become the rhythm's cautionary tale.

One buttonJump. That's it. Mastery lives in the timing, not the controls.
Daily seedOne shared grid per day. One leaderboard. No excuses.
Ghost racesRace the replay of anyone on the board — including yesterday's you.
120 FPSNative 120Hz on Switch 2 and any potato with a browser.
SteamSwitchitch.io Coming Q1 2027 — wishlist now

The studio

Forged in a garage.
Literally.

PixelForge started in 2019 when three burnt-out AAA developers — a gameplay programmer, a pixel artist, and a composer who can't stop side-chaining — quit the same studio in the same week and set up shop in Mel's garage in Brunswick.

The rule we wrote on the whiteboard that day is still there: if it isn't fun in the first five seconds, it ships never. Every game we make is small enough to finish, deep enough to chase for months, and honest enough to cost what it's worth.

Three games later that garage has a mini-fridge, a Switch devkit, and exactly one framed one-star review ("too hard, five stars"). We're not growing the team. We're growing the games.

Ship smallScope is the boss fight. We beat it before writing a line of code.
Feel firstInput latency budgets are in the design doc before the story is.
No crunchThe garage closes at six. The games are better for it.
  • 2020
    GutterballPinball roguelike. 340K downloads. Featured by itch.io.
  • 2022
    Moth LampReverse tower-defense where you are the lamp. 96% positive on Steam.
  • 2024
    SinkholeDownwell-like about municipal negligence. 1M+ downloads, IGF nominee.
  • 2027
    OverclockedThe big one. In production now — follow along in the devlog below.

Devlog

Building in public,
dying in private

Every fortnight we write up what worked, what shipped, and what got deleted at 2am.

Design

Devlog 41: Making death feel fair at 480 km/h

Players kept swearing at obstacles they "couldn't see coming." They were right. We now guarantee 0.42 seconds of reaction time at any speed — here's the spawner math, and the one-pixel telegraph that fixed everything.

Read entry →
Meta

Devlog 39: The demake living on our homepage

The mini-game in our hero section is a real slice of Overclocked's movement code, ported to a canvas in one file with zero dependencies. Why we built it, what it taught us about the jump arc, and the attract-mode autopilot.

Read entry →

Join the grid

Get playtest keys
before the city reboots

One email a month: patch notes, playtest key drops, and the devlog digest. No spam, no "exciting announcements about announcements."