Out now
Lanternfall
Light the lanterns of a drowned city with a moth named Pim. A hand-drawn pixel adventure about grief, glowworms and going home.
PixelForge is a seven-person studio making hand-crafted pixel games for PC and consoles. Three launches, 1.4 million players and one very good office cat.
Hover a cartridge, hit play and the trailer boots up on our CRT. No ads, no autoplay sound.
Out now
Light the lanterns of a drowned city with a moth named Pim. A hand-drawn pixel adventure about grief, glowworms and going home.
Early access
Dig, die, upgrade the drill, dig deeper. Every run reshapes a 4,000-metre mine full of very territorial worms.
Out now
Deliver noodles across a synthwave megacity at 300 km/h. Drift for combo multipliers; never let the soup go cold.
We ship one game a year at most. Every sprite, every sound and every line of dialogue is made in-house by the same seven people who answer your bug reports.



Fortnightly posts on art, code and audio. Honest numbers included.

Behind Lanternfall’s palette: the limits we set, the rules we broke and the one shade of teal that took three weeks.

Deep Shift’s tunnel worms now flank, retreat and hold grudges. Here is the 200-line state machine behind them.

Teo walks through the cassette-to-tracker workflow behind the Neon Courier soundtrack.
“Lanternfall made me cry on a train. Twice. The pixel art is unreal.”
“Deep Shift is the most one-more-run game I’ve played this year. Those worms are personal.”
“Gearheart GP is the couch game our family fights over every Friday night.”
Join the playtest crew for early builds, Discord-only devstreams and your name in the credits.