Fireproof Studios was founded in 2008 as an outsource team which specialised in designing & building 3D environments for AAA console games such as Killzone Shadowfall, LittleBigPlanet and many, many more. Then in early 2012 after four years of working on other people’s games we had saved enough money to hire our first programmer. We started development of our first game, the atmospheric 3D puzzler ‘The Room’ and Fireproof Studios became Fireproof Games.
As an artist-heavy team we were inspired by beautiful craftsmanship and the wonder of discovery which led to developing innovative camera controls for navigating 3D scenes & objects on mobile screens. We wanted players to capitalise on the unique touch controls afforded by mobile devices to explore haunting locations, examine detailed objects and solve tactile puzzles while unravelling a compelling mystery.
The Room was released in September 2012 and swiftly climbed the mobile charts, reaching #1 in over 60 countries. Critical and commercial success continued with The Room Two in late 2013, The Room Three in 2015 and The Room: Old Sins in 2018. The series later found a home on Steam with our remastered PC versions and more recently on Nintendo Switch.
Between working on earlier Room titles we also indulged our interest in VR by releasing the Gear-VR focused game Omega Agent (now available for all good headsets). That long-term interest bloomed in 2020 when we fulfilled a dream and released a Room game designed from the ground up for virtual reality, The Room VR: A Dark Matter, which went on to become the highest player-rated game in Oculus Store history.
As a 100% independent/privately owned company of 17 developers we try to influence our chance at success with a few key attitudes: we put the player at the centre of everything we do, iterating design, graphics, gameplay & audio until they feel as slick as they deserve to be, so the player enjoys a polished experience from the first tap of the mouse, button or screen. As gamers ourselves it’s important for us to make games we want to play so we aim to deliver an experience which feels as polished as any from a major studio, platform or publisher. Ultimately we try to treat videogames as not just a market but a fascinating medium, the scope of which isn’t limited to hardware or this week’s trend but to the more generous capacities of imagination.