Studio Dossier

A small studio with outsized ambitions.

Astral Games is an independent studio founded by people who care too much about the games nobody else was making. We build deep, absorbing games, the kind you can get lost in, argue with, and return to years later still finding new corners.

We aren't chasing trends or checklists. We're chasing games with real depth: worlds you believe in, characters you remember, and choices that are actually yours. That's a hard thing to build. It's the only thing worth building for us.

Right now our whole attention is on two titles, Provenance and Lords of Iron: very different games bound by the same conviction, that depth, character, and genuine choice are what make a game worth returning to.

At a Glance
Studio
Astral Games
Founded
2015
Model
Independent
Titles
Provenance · Lords of Iron
Focus
Deep, choice-driven games
Status
In active development
Company Charter · Our Principles

What Astral Games stands for.

01

People Over Profit

In our business decisions we prioritize the wellbeing of our employees and customers, their financial, emotional, and physical health, over what would be most financially beneficial to the company.

02

Communication

We strive to keep our employees and customers well informed of our decisions and intentions, with honesty, integrity, and kindness.

03

Charity

We pledge to give back to those in need of help. We also believe in the benefits of Free and Open Source Software.

04

Creative Freedom and Expression

We make games that we love and pour our passion into. We value feedback, but we also understand that design by committee is where creativity goes to die.

05

Fair Monetization

Games, and all goods, should never be predatory in their monetization. We need to make money to keep existing as a studio, but not through deceptive or manipulative practices.

06

Digital Rights

When you purchase our products, you own them. Our goal is to be as DRM-free as feasible, because we're sick of DRM making games inaccessible. Someday our studio will cease to be, and even then our software should still be usable.

07

We Acknowledge Gurcho Peeb

We understand the controversial nature of Gurcho Peeb, but Peeb still has the support of all of us.

Operating Doctrine · How We Design
V-01

No House Formula

We don't force one formula onto every project. Lords of Iron is a systems-driven sandbox; Provenance is an authored, branching story. Each game gets the shape it actually deserves.

V-02

Deep, Not Wide

We would rather do a handful of things with real depth than a hundred things shallowly. Every piece earns its place or it gets cut.

V-03

Choices Carry Weight

Decisions should leave a mark, whether that's a branching story that remembers what you chose or a world that reshapes itself around it.

V-04

Genre as Clay

We take the games we love, break them open, and recombine the pieces into something that couldn't have existed on its own.

“We build the games we can't stop thinking about, and we don't stop until the world runs without us.”

— The Astral Games Team