WarriorRuneRealm
Independent game studio · London

We build worlds worth getting lost in.

WarriorRuneRealm is a Shoreditch game development studio crafting stylised action-RPGs, rune-crafting systems, and cross-platform live games — from first prototype to launch day and beyond.

18
Titles shipped
4.6M
Players reached
11 yrs
Building games
Gameplay from a WarriorRuneRealm action-RPG shown on a laptop

Shipping across every major platform

  • Steam
  • Nintendo Switch
  • PlayStation 5
  • Xbox Series
  • Epic Games Store
  • iOS & Android

Iestyn Marlowe

Founder & Creative Director

A note from the founder

Small team, stubborn craft, big worlds.

I started WarriorRuneRealm in a two-desk room off Rivington Street in 2015 because I was tired of games that looked incredible in a trailer and felt hollow after an hour. We build the opposite: systems you keep discovering forty hours in.

Today we are fourteen people — designers, engineers, and artists who prototype fast, playtest weekly with real players from the Shoreditch dev community, and ship on a schedule we actually keep. We take on a handful of partner projects a year so every title gets the attention it deserves.

  • Unity & Unreal
  • Original IP + co-dev
  • Weekly playtests
Selected work

Frames from recent projects.

A look at the art, worlds, and encounters we have shipped over the last two years across PC and console.

Runebound: Ashfall

01 / 04

Runebound: Ashfall

A hand-painted action-RPG with a fully reactive rune-crafting economy. Shipped on PC and Switch.

Hollow Vanguard

02 / 04

Hollow Vanguard

Co-op roguelite with procedurally braided dungeons and cross-play matchmaking.

Tidewatch

03 / 04

Tidewatch

A slow-burn survival sim set on a sinking archipelago, built in Unreal Engine 5.

Signal & Salt

04 / 04

Signal & Salt

A narrative puzzler prototyped in six weeks and pitched to three publishers.

What we do

Everything from first sketch to live ops.

Fixed-scope engagements with clear milestones and transparent day rates. All prices exclude VAT and are billed in GBP.

01

Full-cycle development

We take original IP or your concept from prototype to shipped build across PC and console. Dedicated squad, 3–18 month engagements.

Full-cycle development

From £180,000 · milestone-based

02

Rapid prototyping sprint

A playable vertical slice in six weeks to test the core loop before you commit real budget. Includes two playtest rounds.

6 weeks · £28,000 fixed

03

Co-development & porting

Extra hands for your in-house team, plus certified porting to Switch, PS5, and Xbox with cert-submission support.

From £850 / dev day

04

Live ops & updates

Seasonal content, balancing, and telemetry-driven tuning for shipped titles that need to keep breathing.

Live ops & updates

Retainer · from £6,000 / month

05

Game & systems design

Economy, progression, and combat design documents backed by playtest data — as a standalone consulting piece.

From £4,200 / system

06

Studio hours

Mon–Fri, 9:30–18:00 GMT at 56A Rivington Street. Book a working session in person or remotely.

Studio hours

Discovery call is free

Questions

The things clients ask first.

We work best on titles with a six-week to eighteen-month scope, from vertical-slice prototypes to full commercial releases. If your idea is bigger than that, we will happily help you break it into fundable milestones first.

Our team ships primarily in Unity and Unreal Engine 5. We hold active developer accounts for Steam, the Epic Games Store, Nintendo Switch, PlayStation 5, and Xbox Series, and we handle platform certification submissions in-house.

Both. Roughly half of our slate is original WarriorRuneRealm IP and the rest is partner and co-development work. We are comfortable signing NDAs before any discovery call and are transparent about IP ownership in every contract.

Full-cycle work is milestone-based and quoted after a paid discovery phase. Smaller engagements like prototyping sprints and porting are fixed-fee or billed at a day rate. Every quote is in GBP and excludes VAT, with no surprise change-order fees.

Yes — we love it. You can book a working session at 56A Rivington Street, London EC2A 3QN, Monday to Friday between 9:30 and 18:00 GMT. Remote kick-offs over video work just as well if you are further afield.

Very, if you want to be. We run weekly builds and playtests and give every partner access to our project board and telemetry dashboards. You will see the game grow every single week rather than at a big reveal at the end.

Start a project

Tell us what you want to build.

Send a few lines about your game and we will reply within two working days to set up a free discovery call.