Tidewrack, PC and console
A salvage survival game about a drowned coastline and the machines left running.
Fourteen people making systems driven games with hand built worlds. Two titles shipped on PC and console, a third in production, and contract engineering when the calendar allows.
Contract work is quoted per milestone with a defined deliverable.
A salvage survival game about a drowned coastline and the machines left running.
A short puzzle game about lighting a city that keeps rearranging itself.
Announced next year, playtests open to newsletter subscribers first.
Economy, progression and combat systems reviewed and rebuilt with your design team.
Gameplay and tools engineering for studios who need senior hands for a stretch.
Console porting and cert submission for teams shipping their first console build.
Saltbox was founded by five people who left a large studio after their third cancelled project. We stayed small deliberately, we self fund with contract work between titles, and everyone on staff plays the build every Friday. Both shipped games were made in under three years with no crunch weeks, which we track and publish internally.
“Tidewrack is the only survival game where I read the machine logs instead of skipping them. Ninety hours in.”
Kai M., Player review
“They came in for four months of Unreal engineering and left our tools better than the feature they were hired for.”
Dana R., Studio production director
Tidewrack and Nine Lamps are on Steam, the Epic Games Store, PlayStation and Xbox. Buying direct from our own store gives us a bigger cut and gives you a Steam key anyway.
We hire in small bursts between projects and post every opening on this site and nowhere else first. We do not accept unsolicited resumes, but the newsletter announces openings before they go public.
We do not publish other studios' games. We do occasionally take contract systems design and Unreal engineering work, and that is the right door if you want to work with us.
The third project is in production with an announcement planned for next year. Newsletter subscribers get into closed playtests before anyone else, which is the only date we can honestly promise.
Press requests, contract inquiries and bug reports all reach us here. Bug reports get a build number, please.