Manchester game development studio
We stitch worlds together, one seam at a time.
OmegaRelicWorks is a small Northern Quarter studio that builds games the way a saddler builds a satchel — measured, hand-tooled, and made to outlast the trend cycle.
Est. 2014 · Northern Quarter

The workshop
A bench where code is tooled like leather.

Prototypes you can feel in a fortnight
Every commission starts on the cutting mat. In two weeks we hand you a playable vertical slice — real movement, real feedback, real feel — so you fund the game you can already hold, not a pitch deck.

Systems tooled to last
We build save systems, inventories, dialogue trees and combat loops as reusable, documented modules. When your team takes the reins, they inherit tidy stitching, not a tangle of loose threads.

Shipping through certification
From Steam Deck verification to Nintendo, PlayStation and Xbox lot-check, we've walked titles through the whole seam — submission builds, ratings boards, day-one patches and all.
What we make
Commissions cut to your measure.
Fixed-scope engagements with clear deliverables, day rates, and no hidden offcuts.
Bespoke Gameplay Systems
Movement, combat, inventory and progression built as documented modules in Unity or Unreal.
From £6,500 · 4–8 week sprints
Engine & Tooling
Custom level editors, build pipelines and designer tools so your team ships without engineer bottlenecks.
From £9,000 · scoped per pipeline
Full Title Production
Concept to launch for indie and AA titles — production, art direction, QA and store submission.
From £120,000 · 6–18 months
Console Porting & Cert
Switch, PlayStation, Xbox and Steam Deck ports, performance passes and platform certification.
From £14,000 per platform
Live-Ops & Post-Launch
Seasonal content, telemetry dashboards, patch cadence and community-driven balancing.
From £3,200 / month retainer
Art & Technical Direction
Shader work, VFX, and a coherent visual language — from moodboard to shipping render pipeline.
From £4,800 · per art bible
The makers
Fourteen hands on every hide.
A senior-only bench — no juniors learning on your budget.

Imogen Hartley
Studio Director & Creative Lead
Shipped four narrative titles at a Leeds studio before founding OmegaRelicWorks. Obsessed with game feel and the smell of new controllers.

Dev Rao
Principal Engine Engineer
Wrote the deterministic netcode behind two BAFTA-nominated multiplayer titles. Keeps the frame budget honest.

Cerys Llewellyn
Art Director
Painterly 2D and stylised 3D. Built the art bibles for a million-selling cosy sim and a grim-dark roguelike.

Tobias Fenn
Lead Systems Designer
Turns fuzzy pitches into tuned economies and combat loops. Spreadsheets as long as the Ashton Canal.

Priya Anand
Head of QA & Certification
Has taken nine titles through console lot-check without a resubmission. Finds the bug you didn't know you shipped.
Acclaim
The reception, from those who played.
Aggregate scores and words from the players and partners we've built for.
97%
Overwhelmingly Positive
player reviews across shipped titles
84
Metascore average
across four reviewed releases
9/9
Cert pass rate
first-submission approvals
4.8★
Player rating
18,400+ store reviews
“OmegaRelicWorks handed us a vertical slice in eleven days that closed our seed round. The movement felt shipped-quality on day one.”
“Their console port hit 60fps on Switch when three other shops told us it was impossible. Certification passed first submission.”
“The tooling they built means our designers ship levels without pinging an engineer. That alone paid for the whole contract.”
The devlog
Get the workshop notes.
One considered email a month — postmortems, tooling we open-sourced, and the odd behind-the-seams breakdown. No spam, unsubscribe any time.
Commission a build
Tell us what you're making.
Send the brief and we'll come back within two working days with scope and a fixed quote.
Studio hours: Mon–Fri, 9:30–18:00 GMT