INDIE GAME STUDIO · ARGENTINA

WE BUILD DARK WORLDS WITH STRANGE, MEMORABLE SYSTEMS.

NCStudio is an independent game studio based in Argentina.
We are currently developing The Broken King, a dark fantasy experience across PC and consoles, and previously released Project Nightmares: Case 36 Henrietta Kedward.

PC STEAM EPIC GAMES PLAYSTATION XBOX NINTENDO PHYSICAL EDITIONS ▣  THE BROKEN KING ♛  PROJECT NIGHTMARES

CURRENT PROJECT · IN DEVELOPMENT

THE BROKEN
KING

A dark, systems-driven 3D action roguelike where ritual spaces, light, blood and combat systems are built to feel like parts of the same world. We are shaping a distinctive visual identity rather than following a genre template.

3D ROGUELIKEDARK FANTASYSYSTEMS-DRIVENPC
PUBLISHER / PRESS INQUIRIES
WORLD ATMOSPHERE / EARLY DEVELOPMENT
ATMOSPHERELight and sound become part of play.
SYSTEMSCustom tools connect gameplay and presentation.
IDENTITYA peculiar, authored visual language.

OUR RELEASED GAME

A NIGHTMARE
THAT TRAVELLED
EVERYWHERE.

Project Nightmares: Case 36 Henrietta Kedward brought NCStudio's procedural horror to PC and consoles, including physical editions.

NCSTUDIO · TWO DISCIPLINES

ENGINEERING
MEETS
ART.

Code, systems and visual craft share one production language.

We treat tools, gameplay, character work, environments, performance and visual direction as connected parts of every world we build.

01

ENGINEERING

Gameplay systems, tools, pipelines, performance and production architecture.

02

ART

Direction, modeling, texturing, composition and distinctive world building.

03

ONE IDENTITY

Technology and art developed together instead of as separate layers.

NEWS

THE BROKEN KING
DEV LOG

Development footage, technology experiments and new game systems are being revealed as production continues.

FOLLOW DEVELOPMENT

NCSTUDIO · UNITY LABORATORY

VISUAL SYSTEMS.
BUILT TO PLAY.

A closer look at the custom tools and effects behind The Broken King.

We prototype art and engineering together in Unity, then profile every system until its visual impact, gameplay response and hardware cost feel equally intentional.

UNITY CAPTURE · REAL-TIME

EXPERIMENT 01 · METABALL BLOOD

ONE ORGANIC MASS.
MANY MOVING PARTS.

Controlled influence fields let separate droplets merge into a continuous form, while a custom material gives the blood its surface and motion. The active area and update budget stay bounded, preserving the look without paying for a full fluid simulation.

FIELD BLENDINGCUSTOM MATERIALBOUNDED UPDATES
UNITY CAPTURE · INTERACTIVE

EXPERIMENT 02 · INTERACTIVE FOG

ATMOSPHERE THAT
RESPONDS TO PLAY.

A constrained interaction layer lets nearby gameplay disturb density and falloff, so movement opens readable trails through the fog. By keeping sampling local and tunable, the response stays immediate and its GPU cost remains predictable.

LOCAL INTERACTIONCONTROLLED SAMPLINGGPU-AWARE

PUBLISHERS · PRESS · PLATFORM PARTNERS

LET'S TALK.

Tell us who you are and what you would like to discuss. Your message goes directly to the NCStudio team.

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