How We Got Here

Once upon a time we used to be a Sony exclusive studio, and wanting to chart our own course in 2012 we decided to become independent again. We were and still are a highly technical studio so we thought rather than just look for work we could instead go out and find PC games from other studios we liked and bring them to console. We began our publishing business this way.

Once we were in a good position to let our studio do what it wants to, we began looking to see which other developers we could work with to help develop their own ideas and that we could publish (as opposed to us normally licensing an IP for our studio to work on).

Coming off LittleBigPlanet Vita we became known as a “trusted pair of hands” with other studio’s IP. Our first ‘independent’ title was creating Playdead’s Limbo for PS Vita then later PS4, Xbox One. Along the way, we have also worked with Q-Games on remasters of PixelJunk games, Mode7, Coffee Stain and most recently Introversion with our edition of Prison Architect on console.

Where We’re Going

As a developer, our relationships with other developers are paramount as we understand the hard work required in the industry. ‘Port +ing’ became our bread and butter and is what pays the bills and allows us to take really good care of our team and their families. That’s why Double Eleven was started, to be able to make great games and still spend time with our families, challenging some of the conventional wisdom of how a development studio and publisher should run.

As we grow, we’re continuing to focus on our strong track record of development, as well as investing on taking our publishing arm from strength to strength. We have some fantastic projects in the works and continue to search for new titles and collaborations.

Our Team

Recent News

We’ve won the Best Places to Work Award 2021!

| Double Eleven | No Comments
We are honoured to count ourselves among the best companies to work for in the industry, this is huge recognition for us. Of all the awards out there, this is probably the single most important one to us and resonates with the main reason we started the company originally: to create an awesome place to work where employees could have…

Rust Console Edition Update

| Double Eleven, Rust | 293 Comments
It’s been a while since we shared anything in the public domain and as the end of 2020 is nigh, we want to confirm that Rust is still coming to console, just a little later than planned.  We love making great games and bringing them to new audiences, but that sometimes means taking a bit longer to get it right…

Creeping Winter: Second Minecraft Dungeons DLC Out Now

| Double Eleven | No Comments
Last week, Double Eleven and partners Mojang Studios released Creeping Winter, the second DLC pack for Minecraft Dungeons. As well as all new levels, players now have access to the free Camp Update and Daily Trials on Windows PC, Xbox One, Xbox Game Pass, Nintendo Switch and PlayStation 4. Players can experience an icy biome, take on freezing mobs, and…

Songbringer launches on iOS

| Double Eleven, Songbringer | No Comments
You’re invited to the sci-fi event of the season. Songbringer has everything: swords, secrets, dungeons, bosses and stuff. Now available on the App Store, the procedurally generated RPG from Wizard Fu and Double Eleven includes the free DLC The Trial of Ren. Experience the pixel-art adventure in all its glory on iPhone and iPad. See you at the party- bring…