Want to work with us?
We are always open to talking with publishers, platform partners, fellow studios and talented makers who want to join the hive.
NeonHive is a 28-person independent game studio. We build immersive, narrative-driven experiences with a signature neon visual language and a hand-crafted feel that bigger teams cannot replicate.
NeonHive started in 2014 when three friends - a programmer, an artist and a composer - decided they were tired of working on games they would never play. They quit their AAA jobs, rented a garage in Capitol Hill, Seattle, and spent a year building the prototype that would become our debut title.
Twelve years later we are still independent, still team-owned and still answering player messages ourselves. We have shipped 18 titles across PC, console and mobile, won 34 industry awards and built a community of more than nine million players.
The shape of the studio, told through the games and moments that defined us.
Three founders leave their AAA jobs and prototype the studio's first rhythm game in a rented Capitol Hill garage. NeonHive is officially incorporated in October.
Our debut title Neon Drift launches on Steam Early Access and sells 250,000 copies in its first year. The team grows to eight people.
We retire our fork of Unity and ship HiveEngine 1.0 - a proprietary tech stack purpose-built for our hand-painted visual style and 60fps mobile performance.
Our rhythm-action flagship hits PC, PlayStation, Xbox and Switch simultaneously. It wins Best Audio at the Indie Game Awards and crosses one million players in 90 days.
Our first deep-space RPG ships to critical acclaim. In the same year we move to a four-day work week with no pay cut - and ship more, not less.
Our tower defense title launches simultaneously on PC, iOS and Android with full cross-progression. The community passes three million players in year one.
The studio begins pre-production on two unannounced projects, including our first narrative horror game. Headcount reaches 28 and we open applications for two new roles.
These are not posters on a wall. They are the rules we argue about when we disagree, and the things we will not trade for a quicker ship date.
We would rather ship a smaller game we are proud of than a bigger one we are not. Scope is a creative decision, not a commercial one.
Weekly devlogs, public roadmaps and direct lines to the team. Players help shape what we build, and they know it.
No pay-to-win mechanics. No loot boxes. No FOMO-driven content. Monetization should respect the player's time and wallet.
Profit-sharing for every full-time member. Decisions are made by the people doing the work, not by an outside board.
A four-day work week, hard caps on crunch and protected creative exploration time. Great games come from rested makers.
Full accessibility suites on every title, localization in 14 languages and pricing adjusted for local economies worldwide.
The full-time team of 28 - artists, engineers, designers, writers and the folks who keep the lights on.
Creative Director
Technical Director
Art Director
Audio & Score Lead
Lead Game Designer
Narrative Lead
Studio Producer
Community Director
We are always open to talking with publishers, platform partners, fellow studios and talented makers who want to join the hive.