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Our Story

Coilworks is a small Swedish indie studio of currently 2 members.

Created in 2011 with 6 members Coilworks goal has always been the same, to create deep games with new experiences for core gamers.

So far, the games we’ve released is Cloudbuilt and Super Cloudbuilt, the later released on both PC, PS4 and Xbox One.

We later developed 2 more prototypes, including Sky Tracers which was showcased at Tokyo Game Show in 2018. Although met with a good reception and nominated for a price, and garnered interest from publishers, we ultimately ran out of fund as negotiations took longer than we could afford. Leading to the studio mostly shutting down in early 2019.

Now we are 2 members working on evenings and weekends while maintaining other jobs.

Since then we’ve released a major update to the original Cloudbuilt in 2020, and working on another major one for early 2023. We also in late 2021 have regained the publishing rights to Super Cloudbuilt, and we are working on another major update for that title. Scheduled for release in 2023.

We ask everyone to keep their expectations in check, as things can move a bit slow under these conditions, and Sky Tracers will likely not be worked on in these circumstances, as active multiplayer games requires a more sizable team to maintain.

We would like to take this opportunity to thank all the previous Coilworks members and collaborators who worked with us and put their hart and soul in to our projects. We will be for ever grateful, and if we get the opportunity, would love to work together again.

Our process

All Coilworks’ games are powered though our in-house engine and tools, custom made for the kind of games we are making. Ensuring the tools are suitable for the job and no limits are set by anyone else.

When we make a game we always focus on the games mechanics first, making them as deep as possible and fun to play over and over. Even after working on the game for multiple years we still love playing it.

On top of that we also always try to find a unique art style that talks to our strength as a studio, where we have strong artists that can work close with the engine creation to shape both the games rendering and tools we use to create our assets.

It’s a lot of tough work, but it’s ultimately very rewarding.