Accelerate Game Studio workspace at night

The studio

WE MAKE OUR OWN WORLDS

Accelerate Game Studio is an independent developer and publisher of original hybrid strategy games for PC and mobile. We are not a work-for-hire studio and we do not build games for other companies. Every title we ship is ours, from the first design document to the last patch note.

What we believe

A game should be a place you can lose

Strategy games are at their best when the thing you built and the thing under threat are the same object. That belief shapes every system we sign off — one shared currency, one shared clock, one shared map.

We started because two genres we loved never spoke to each other. Lane defence gave us thrilling minutes and forgettable places. City builders gave us beloved places and slack decisions. Putting them in one box took five years and a lot of deleted code.

We build for PC and mobile at the same time, from day one, with no trimmed features on the smaller screen. Parity is not a courtesy to mobile players — it is a design discipline that forces every system to be genuinely legible.

We stay small on purpose. Nineteen people, self-funded across both titles, with full ownership of our IP. It means we ship slower and answer to nobody but the people playing.

History

How we got here

2021

Three people and a prototype

Accelerate Game Studio is founded around a single question: can a defence game and a city builder share one economy? The first EOWW prototype runs in a browser window.

2023

The lanes come out

We rebuild EOWW on a radial threat model so that tower placement becomes a civic decision. The coven stops being wallpaper.

2024

Space Station Underworld begins

A second strike team starts work on a human-centric dungeon manager where the vacuum is the antagonist and oxygen is the currency.

2026

Nineteen people, two worlds

EOWW heads into its Closed Arcanum test; SSU completes its vertical slice. Still independent, still self-funded, still building our own IP.

Disciplines

Nineteen people, eight crafts

One team, split across two strike groups, sharing a single engine and a single set of design rules.

Systems designSimulation engineeringConcept & environment artNarrative & adaptationTechnical animationAudio designLive operationsCommunity
Work with us
Glowing runes carved into ancient oakTop-down view of a station airlock