Independent game studio · London

We build games that linger long after the credits roll.

FrostMystic Works is a Bloomsbury studio crafting atmospheric indie titles and full-cycle production for partners across the UK — from first prototype to launch day.

Hollow Frost

Hollow Frost

Narrative adventure · PC & Console

Lantern & Loom

Lantern & Loom

Cozy simulation · Nintendo Switch

Signal Static

Signal Static

Roguelite shooter · Steam Early Access

Marrow Hall

Marrow Hall

Atmospheric horror · PC VR

FrostMystic Works studio interior with concept art on the walls

The studio

A small team with a stubborn eye for craft.

Founded in 2016 above a bookbinder on Lamb’s Conduit Street, FrostMystic Works is fourteen designers, engineers, and artists who would rather ship one memorable game than five forgettable ones. We take a limited number of projects each year so every title gets the attention it deserves.

We work in Unreal Engine 5 and a bespoke 2D toolchain, and we care about the unglamorous parts — build pipelines, accessibility, frame-time budgets — as much as the moody lighting and the perfect jump arc.

9 yrs
Shipping games
11
Titles launched
4.6M
Players reached

How we work

Five phases, no surprises.

A transparent production model with fixed check-ins and a playable build at every gate.

  1. 01

    Discovery & pitch

    Weeks 1–2

    We interrogate the core fantasy, define the pillars, and produce a one-page vision doc plus a rough cost band before a single line of code is written.

  2. 02

    Grey-box prototype

    Weeks 3–6

    A playable vertical slice proving the core loop is fun with placeholder art. If it isn’t fun here, we fix the design before spending on production.

  3. 03

    Production sprint

    Weeks 7–24

    Two-week sprints with fortnightly playable builds, burndown charts you can actually read, and an open Trello board you own.

  4. 04

    Polish & certification

    Weeks 25–30

    Performance passes, accessibility audit, and platform certification for Steam, PlayStation, Xbox, and Switch handled end to end.

  5. 05

    Launch & live support

    Ongoing

    Day-one patch, crash telemetry monitoring, and a three-month post-launch support window included on every full-cycle engagement.

What we offer

Services built around real production needs.

Hover any card for the details. All prices are indicative and quoted in pounds sterling.

Full-cycle game production

Concept to launch, one accountable team.

Full-cycle game production

End-to-end development in Unreal Engine 5 or our 2D toolchain. Includes design, art, audio integration, and certification. From £85,000 for a compact title, typically 6–9 months.

Rapid prototyping

Prove the fun before you commit the budget.

Rapid prototyping

A playable grey-box vertical slice in four weeks so you can pitch investors or greenlight internally with confidence. Fixed fee from £12,500.

Engine & tooling

Custom pipelines that save your team hours.

Engine & tooling

Bespoke editor tools, build automation, and performance profiling for Unity and Unreal. Day rate £520, or retainer from £6,000/month.

Console porting

Ship everywhere without the headaches.

Console porting

Porting and platform certification for Nintendo Switch, PlayStation 5, and Xbox Series X|S, including TRC/XR compliance. From £18,000 per platform.

Art & animation

Cohesive visuals with a signature mood.

Art & animation

Concept art, 3D asset production, and 2D frame animation delivered game-ready. Blocks of 80 hours from £4,800.

Accessibility audits

Make your game playable for everyone.

Accessibility audits

A full audit against the Game Accessibility Guidelines with a prioritised remediation plan and re-test. Fixed fee £3,200.

Selected work

Before the polish, after the polish.

Drag the handle to compare an early grey-box build with the shipped result.

Hollow Frost — Chapter 3 vista — ShippedShippedHollow Frost — Chapter 3 vista — Grey-boxGrey-box

Hollow Frost — Chapter 3 vista

From flat-shaded blockout to the game’s signature snowbound skyline.

Lantern & Loom — the weaving room — ShippedShippedLantern & Loom — the weaving room — Grey-boxGrey-box

Lantern & Loom — the weaving room

Placeholder props replaced with hand-painted, fully lit interiors.

Questions

Answers before you ask.

Yes. Roughly a third of our work is rescue or co-development on titles that need extra capacity, a fresh technical direction, or help reaching certification. We start with a short paid audit so both sides understand the state of the codebase before committing.

We work primarily in Unreal Engine 5 and a bespoke 2D toolchain, with Unity available for smaller projects. We ship to PC (Steam and Epic), PlayStation 5, Xbox Series X|S, and Nintendo Switch, and handle platform certification for each.

You do. On client engagements all IP, source code, and assets transfer to you on final payment. For our own original titles we retain the IP but are happy to discuss co-publishing and revenue-share arrangements.

It depends entirely on scope, but a compact, polished title generally starts around £85,000 over six to nine months. We always begin with a low-cost prototype phase so you can validate the concept before committing to a full production budget.

Absolutely. We’re on Lamb’s Conduit Street in Bloomsbury and love showing partners around. Weekday visits between 10am and 5pm work best — just arrange a time with us in advance so someone is free to talk you through current builds.

Every full-cycle engagement includes a three-month support window covering the day-one patch, crash telemetry monitoring, and critical fixes. Beyond that we offer live-ops retainers for content updates and ongoing platform maintenance.

Get in touch

Tell us about your game.

Send a few lines about your project and we’ll reply within two working days. Prefer to talk? Call the studio directly.

Bloomsbury, Central London — a short walk from Russell Square station.