Game development · Shoreditch, London

We build games that keep the arcade lights on.

Yureqavil is an independent studio on Redchurch Street crafting original titles, co-development, and live-ops for PC, console, and mobile. From napkin sketch to launch-day patch.

11 yrs
Shipping games
24
Titles launched
4
Platforms supported
Neon-lit Yureqavil studio interior at night

Redchurch Street HQ

Shoreditch · London E2

The studio

Eleven years, one workshop, a lot of late builds.

We started as three friends porting jam prototypes in a Shoreditch loft. Today the same room houses a full production team — designers, engineers, and technical artists who ship together and stay through the patch notes.

  1. 2014

    Founded above a Redchurch Street cafe

    Three developers, two desks, and a single arcade cabinet. Our first contract was porting a jam prototype to Steam in six weeks.

  2. 2017

    First self-published title on Steam

    "Lumen Drift" shipped to a 92% positive rating and funded our move into the full ground-floor unit at number 58.

  3. 2020

    Console certification pipeline

    We passed first-party certification on Nintendo Switch and PlayStation, opening co-development work for larger UK publishers.

  4. 2023

    Live-ops and mobile division

    A dedicated live team now runs seasonal content and telemetry for four shipped titles across storefronts.

  5. 2025

    24 titles and counting

    Twelve people, one workshop, and a slate that spans cosy sims to competitive multiplayer — all built on Redchurch Street.

What we do

Services built for real production, not pitch decks.

Fixed scopes, honest timelines, and pricing quoted in pounds up front. Pick a lane or bring us in for the whole run.

Full game production

Full game production

Concept to launch on Unreal or Unity. Dedicated pod of designers, engineers, and artists. 6–18 month builds, from £120,000.

Co-development

We slot into your existing team for gameplay systems, tools, or content. Rolling monthly engagements from £14,000/month.

Prototyping sprints

A playable vertical slice in four weeks to test the core loop before you commit budget. Fixed fee of £9,500.

Console porting & certification

PC-to-Switch, PlayStation, and Xbox ports with first-party submission handled end to end. Typical port from £28,000.

Live-ops & seasonal content

Telemetry, balancing, and content drops that keep your community playing after launch. Retainers from £6,000/month.

Audio & technical art

Adaptive soundtracks, shader work, and optimisation passes for 60fps on target hardware. Booked in two-week blocks.

Selected work

Before the polish, and after.

Drag the handle on each piece to compare the greybox prototype with the shipped frame. These are real milestones from titles we have launched.

Lumen Drift — ShippedShipped
Lumen Drift — Greybox
Greybox

Lumen Drift

Atmospheric platformer · PC & Switch

Harbourline — ShippedShipped
Harbourline — Greybox
Greybox

Harbourline

Cosy management sim · Mobile

Fault Signal — ShippedShipped
Fault Signal — Greybox
Greybox

Fault Signal

Competitive shooter · PC

Tidewatch — ShippedShipped
Tidewatch — Greybox
Greybox

Tidewatch

Narrative adventure · Console

Voices

Publishers and players, on the record.

A few of the people we have shipped alongside since 2014.

Yureqavil took our stalled prototype and had a certified Switch build in nine weeks. Their communication during submission was flawless.

H

Harriet L.

Executive Producer, Northbank Games — Manchester

The prototyping sprint saved us from a bad six-figure decision. We killed the idea, kept the tech, and pivoted with confidence.

D

Daniel O.

Studio Lead, Kestrel Interactive — Bristol

Their live-ops team runs our seasonal events like clockwork. Retention is up 31% since they took over telemetry.

P

Priya S.

Head of Product, Meridian Mobile — London

I have worked with a lot of contractors. This is the only team that stayed through launch week and the day-one patch.

M

Marcus T.

Technical Director, Ashfield Studios — Leeds

The audio pass on our narrative title genuinely moved reviewers. Adaptive score, no fuss, delivered on the date they quoted.

E

Elena V.

Creative Director, Paper Lantern — Edinburgh

Honest scoping in actual pounds, no scope creep, and a vertical slice we could show investors. Rare and appreciated.

T

Tom B.

Founder, Two Owls Games — Cardiff

Devlog

Build notes from the workshop, twice a month.

Postmortems, tooling breakdowns, and the occasional cabinet repair story. No spam, unsubscribe whenever.

Contact

Tell us about your game.

We reply to every serious enquiry within two working days. Drop by the workshop on Redchurch Street or send the form — a producer, not a bot, reads it.