ShadowRuneJournal studio workspace with pixel art on screens
Indie game studio · Shoreditch, London

We build pixel-perfect worlds that players never want to leave.

ShadowRuneJournal.blog is a small London studio crafting handmade RPGs, custom engine tooling, and full-cycle production for creators who care about feel over hype.

42
Titles shipped
9 yrs
Making games
4.9/5
Client rating
Concept art and paper prototypes on the studio wall
The studio

A tiny team of six, obsessed with the second-to-second feel of play.

We started ShadowRuneJournal.blog in a converted print workshop on Waterson Street, wedged between the Columbia Road flower market and a very good coffee roaster. Everything we make begins as a paper prototype on the studio wall before a single line of code is written.

We take on four projects a year — no more. That constraint keeps us hands-on: the person who designs your combat loop is the same person tuning the hit-stop and the controller rumble at 2am. We build in Unity, Godot, and our own in-house pixel engine, Runeforge.

  • Full-cycle production — concept to launch and post-launch patches
  • Handmade pixel art & original chiptune-to-orchestral scores
  • Playtesting cohorts recruited from the London indie scene
How we work

Five honest steps, no black boxes.

You see a playable build every fortnight. Fixed weekly rate, cancel any sprint.

01

Discovery & pitch doc

A free 45-minute call, then a one-page pitch: core loop, scope, target platforms, and a blunt budget range. Delivered within 5 working days.

02

Grey-box prototype

Two-week sprint to a playable vertical slice. If the core loop is not fun, we tell you before you spend real money.

03

Art & audio direction

Pixel style frames, animation tests, and a music mood reel. We lock the look before mass-producing assets.

04

Full production

Fortnightly builds, a shared Trello, and a live devlog. You approve every milestone before we invoice it.

05

Launch & live support

Store pages, ratings submissions, day-one patch, and three months of bug support baked into every contract.

What we build

Services with real scope and real prices.

All rates in GBP. Studio hours: Mon–Fri, 10:00–18:00 GMT.

Pixel RPG — full build

A complete top-down or side-scrolling RPG on Runeforge or Godot: combat, dialogue trees, save systems, and a Steam page. Includes original art and score.

Pixel RPG — full build

6–14 month project

A complete top-down or side-scrolling RPG on Runeforge or Godot: combat, dialogue trees, save systems, and a Steam page. Includes original art and score.

from £48,000
Vertical slice prototype

A polished, playable 10-minute slice to take to publishers or crowdfunding. Perfect for pitching before you commit to a full budget.

Vertical slice prototype

3–5 week sprint

A polished, playable 10-minute slice to take to publishers or crowdfunding. Perfect for pitching before you commit to a full budget.

from £9,500
Engine & tools consulting

Performance passes, custom editor tooling, shader work, and porting to Switch or mobile. Bring us in for a week or keep us on tap.

Engine & tools consulting

Retainer or day-rate

Performance passes, custom editor tooling, shader work, and porting to Switch or mobile. Bring us in for a week or keep us on tap.

£680 / day
From the studio floor

Recent worlds we shaped.

Emberhollow — rune-lit dungeon tileset
Emberhollow — rune-lit dungeon tileset
Tidecaller — hand-animated boss reveal
Tidecaller — hand-animated boss reveal
Northmoor — overworld map, 12k tiles
Northmoor — overworld map, 12k tiles
Glasswyrd — combat VFX pass
Glasswyrd — combat VFX pass
Kind words

What the people we build for say.

They killed our combat idea in week two and pitched a better one. That honesty saved us about £30k and a year of denial. Emberhollow hit 92% positive on launch.

P
Priya S.
Solo publisher · Hackney, London

The fortnightly playable builds meant zero surprises. Every milestone was exactly what the devlog promised, and the chiptune score still lives in my head.

M
Marcus D.
Creative director · Bristol

We hired them for a one-week Switch port and they found a memory leak our own team had chased for months. Frame rate went from stuttery to locked 60.

E
Elena R.
Studio lead · Manchester

Runeforge let us ship on a shoestring. The tooling they built for our writers meant our narrative designer stopped filing bug tickets and started shipping quests.

T
Tom W.
Narrative designer · Shoreditch, London
Devlog

Get the ShadowRune devlog every other Friday.

Build breakdowns, pixel-art timelapses, and the occasional post-mortem on what we got wrong. No spam, unsubscribe in one click.

Say hello

Tell us about your game.

Pitch us your idea, or just ask a question. We reply to every message within two working days.

Studio
56 Waterson Street, Shoreditch, London E2 8HL
Hours
Monday–Friday, 10:00–18:00 GMT