Gunhollow
Instanced combat on a handful of well-built maps.
Independent studio · Mac first · Native
We write our own renderers in Swift and Metal, run our own servers, and sell our games ourselves. Two titles in development, four more named, and the tools we make them with.
Each title has its own home.
An action-adventure MMO you can play alone or with a party, in a world that keeps growing.
New maps and quests over the long run, a cash shop for gear you can see on your character, and nothing in it that wins fights.
royalvalorgame.comOne shot, and everything between you and it.
Reach the position, read the scene, range the target, and account for what the world does to the bullet. Built on our own engine.
coldkeel.comNamed and held. Not in development yet.
Instanced combat on a handful of well-built maps.
Trenches, close quarters, and earth on every side.
Ruined interiors, lit by whatever still works.
Fighting on decks that never stop moving.
What we build our games with, released for anyone.
Build game characters from anyone's modular parts. Browse, randomize, fit and export.
rigkin.com →Build worlds from anyone's environment packs. Lay out props, sculpt terrain, light it, export.
worldra.app →A Swift 6 and Metal 4 foundation for native first- and third-person games on macOS.
windageengine.com →How we work.
Mac first. If a game earns another platform, it gets a real native port, not a wrapper.
Single player at the core. Every shooter plays alone. Co-op comes before competitive.
Your account belongs to the game. Each title keeps its own player accounts. Nothing is shared with anything else we make.
Sold directly. No launcher, no store in the middle unless a game chooses one.