G I A N T S B A N E

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A game studio crafting excitingvideo games, prioritizing fun and mechanics.

Contact Info

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about us

about us

the journey of Giantsbane

One November 1st, Juche 112 (2023), at the secret camp on Mt. Gamedev, a bright star rose in the sky, illuminating the heavens. A double rainbow appeared over the sacred mountain, and the snowstorm suddenly ceased. Birds sang sweetly in the forest, heralding the birth of the child. Thus was born the child of Mt. Gamedev, destined to lead the northern Swedish game revolution.

If you don't appreciate North Korean state mythology, one could also say that a few ambitious individuals met in Skellefteå back in 2020. They decided to form a fellowship to traverse the rough seas of game-development together, and in 2023 they officially formed the game studio Giantsbane Games.

We're a registered limited company based in Skellefteå, Sweden. Founded in September 2023 under the legal name Giantsbane AB (org. nr. 559449-1937). If you want to get in touch, reach us at hello@giantsbane.games.

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Our cool things

Work We're Actually Proud Of

We've been building games together since 2020. A few things we've figured out along the way.

  • Easy to pick up, hard to put down

    We build games that hook you fast and keep you thinking long after you set them down. Not because we are trying to be clever. Because those are the games we actually want to play.

  • We're Bootstrapped, Not Broken

    No publisher. No VC. Just stubbornness, strong opinions about game design, and enough caffeine to keep the lights on. We think that's a feature, not a bug.

  • Northern by Design

    Skellefteå isn't the game dev capital of the world, and we're fine with that. We build quietly, deliberately, and without a lot of noise. The north suits us.

  • Following the Fun

    We don't make asset flips or genre retreads. Every project starts with a genuine "wouldn't it be cool if..." and we follow that thread wherever it goes, even when it gets weird.

  • Craft over crunch

    Small team, deliberate choices. Every mechanic earns its place. We would rather ship nothing than something sprawling and half-finished.

frequently ask questions

You know how this works, just click the questions and reveal our answers.

It means something capable of slaying giants. We liked the idea of a small team punching above its weight. It felt honest. It still does.
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You can't yet, unfortunately. Both games are still in development. The best thing you can do is follow us and sign up for the newsletter so you're first to know when that changes. We promise it'll be worth the wait.

Yes! We've won 2 "Best in Show" trophies at a local game event where 10-20 studios compete and attendees vote. First win was with The Prophecy of Hank in December 2023, second with the auto-chess game. Two participations, two wins. 100% win rate, and we intend to keep it that way.
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Yes, you really should get in touch. You'd have a better-than-average chance of profiting from our future success, and you'd be contributing to something genuinely good for the northern Swedish game industry. Win-win.

With funding, we can get everyone working full-time and ship the async auto-chess game within two years. Our main bottleneck right now is art, since our sole artist works in serious detail and remains, unfortunately, one person. The right hire there would cut that timeline considerably.

Hank is the unlikely protagonist of our first game, The Prophecy of Hank. He's an ordinary man thrust into an extraordinary situation involving a prophecy that, frankly, was probably meant for someone else. We won't say more than that. Part of the fun is finding out. He's not what you'd expect from a fantasy hero, which is exactly the point.

We haven't announced the name publicly yet. We're thinking of Battles of Prophecy but it isn't set in stone. Not because we're being mysterious, but because naming things is hard and we want to get it right. For now, "Auto-Chess Project" does the job.

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We are four core team members, with the occasional intern. Most of us have day jobs on top of this, which is either impressive or concerning depending on how you look at it. We choose impressive.

No. No publisher, no external funding, no VC. Just some people who really believe in what they're making. This means we move slower than a studio with a war chest behind it, but it also means nobody can tell us to rush a release. We think that trade-off is worth it.

Maybe. We're not actively hiring right now, mostly because "paying people" requires "money" and we're still in the bootstrapped phase. That said, if you're genuinely talented and genuinely interested, send us a message at hello@giantsbane.games. Stranger things have happened.

Because that's where we live. Skellefteå is a mid-sized town in northern Sweden, not exactly known for its game development scene, though we're working on that. We're also located in the exact same building where Arrowhead Studios got their start, so who knows, maybe some of that residual energy rubs off. Also the summers are beautiful, even if the winters try to kill you.
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Majority is from Skellefteå. The team assembled over time through work, study, and mutual interest. Not everyone grew up here, but everyone chose to stay. That counts for something.

250+

BACKLOG ENTRIES

2+

AWARDS RECEIVED

20k+

HOURS OF UNPAID WORK

990+

BEERS CRACKED OPEN

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