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Kitfox Games
Kitfox Games
from Wikipedia

Kitfox Games is an indie game development studio based in Montreal, Canada. It was co-founded by Tanya X. Short, Jongwoo Kim, Xin Ran Liu, and Mike Ditchburn in June 2013.

Key Information

History

[edit]

According to Short, the founders never worked together before and knew each other as semi-acquaintances at a local independent developer meetup in Montreal. After forming a studio, the team participated in a game jam in which they created and submitted their jam entry Sculptorgeist, which became a winning finalist. Kitfox Games began development of their first game, Shattered Planet, as a procedural death labyrinth game. Shattered Planet was released on iOS and later Android, Microsoft Windows, and MacOS in 2014.[1][2]

In March 2019, Kitfox Games partnered with Bay 12 Games to be its publisher for the Steam and itch.io version of Dwarf Fortress. According to a frequently asked questions post, Kitfox Games would manage its relationship with Steam and contractors while Bay 12 Games co-creator Tarn Adams would handle the technical side of the game.[3]

As of 2024, their website lists 14 developers, 12 employees and two of the original co-founders – Tanya X. Short and Xin Ran Liu.[4]

Games published

[edit]
Year Title Developer(s)
2014 Shattered Planet Kitfox Games
2016 Moon Hunters Kitfox Games
2017 The Shrouded Isle Kitfox Games
2018 BadCupid Kitfox Games
2019 Fit for a King Kitfox Games
2019 Six Ages: Ride Like the Wind A Sharp
2020 Lucifer Within Us[5] Kitfox Games
2020 Ostranauts (early access) Blue Bottle Games
2021 Boyfriend Dungeon Kitfox Games
2022 Pupperazzi Sundae Month
2022 Dwarf Fortress Bay 12 Games
2023 Six Ages 2: Lights Going Out A Sharp
2024 Caves of Qud Freehold Games
TBA Loose Leaf: A Tea Witch Simulator Kitfox Games
TBA Streets of Fortuna Kitfox Games

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Kitfox Games is an independent video game developer and publisher based in , , specializing in narrative-driven, , and games that emphasize player choice, , and unique mechanics. Founded in 2013 by Tanya X. Short, Xin Ran Liu, Jongwoo Kim, and Mike Ditchburn, the studio emerged from a group of game industry professionals seeking to create innovative indie titles with a focus on work-life balance and creative risk-taking. Initially supported by accelerator programs like Execution Labs, Kitfox has grown to release over a dozen games across platforms including PC, consoles, and mobile, while maintaining a small team dedicated to professional artistry and continuous learning. Among its most notable developed titles are Shattered Planet (2014), a survival ; Moon Hunters (2016), a action-RPG that explores mythological narratives; The Shrouded Isle (2017), a cult management simulation; Lucifer Within Us (2020), a game involving digital exorcisms; Boyfriend Dungeon (2021), a dungeon-crawler blending elements; and Streets of Fortuna (upcoming, announced 2025), a sandbox megasim RPG in a procedurally generated . As a publisher, Kitfox has championed ambitious projects like Dwarf Fortress (2022 Steam release by Bay 12 Games), a legendary procedural world-building simulator; Caves of Qud (ongoing early access by Freehold Games), a science-fantasy ; the Six Ages series (2018–2023 by A Sharp), interactive storybooks rooted in mythic strategy; and Ostranauts (upcoming 1.0 by Blue Bottle Games, 2025), a space noir simulation. As of 2025, the studio continues to prioritize "procgen sims for sickos," empowering developers to restore in an era dominated by linear narratives.

Overview

Founding and leadership

Kitfox Games was founded in June 2013 in , , by Tanya X. Short, Jongwoo Kim, Xin Ran Liu, and Mike Ditchburn, who had connected as acquaintances at local independent game developer meetups organized by groups like the Mont Royal Game Society. Mike Ditchburn, an early co-founder and programmer, left the company in 2015. The founders, with varying levels of industry experience and no prior collaborative history, were motivated by a shared desire to produce high-quality indie games emphasizing exploration of intriguing worlds and narrative-driven experiences, inspired in part by opportunities like the Execution Labs incubator program that provided funding and mentorship for rapid prototyping. The studio began as a small, informal cooperative, operating without a formal structure initially and focusing on learning through collective game development efforts rather than established professional ties. Tanya X. Short serves as the creative lead and CEO, overseeing design, production, and business development, while Xin Ran Liu acts as art director and co-founder, contributing to visual design and artistic direction; Jongwoo Kim, a co-founder, focused on gameplay programming and creative aspects until leaving the studio around 2021. By 2024, the company had grown to approximately 15 employees, maintaining its core leadership without reported major changes through 2025.

Operations and philosophy

Kitfox Games operates as an independent studio based in , , employing a hybrid that combines in-house development with third-party . The studio focuses on indie titles characterized by narrative depth and elements, such as system-driven mechanics in role-playing games. It self-publishes its own projects while providing marketing and promotional support to external developers, recouping costs through a revenue share model where Kitfox takes 20% after initial sales thresholds. Following early seed funding in 2014, the studio has avoided subsequent external funding rounds, acquisitions, or additional investments as of 2025, relying instead on grants like those from the and campaigns for select titles. The team's operations emphasize small-scale efficiency, with a remote-friendly setup that allows flexibility for work-from-home arrangements alongside optional office presence in . As of 2025, Kitfox maintains a compact team of approximately 15 developers, prioritizing sustainable growth over rapid expansion to foster long-term stability. This structure supports a focus on high-quality output without the overhead of larger organizations, enabling the studio to balance multiple projects like development and simultaneously. At its core, Kitfox's philosophy centers on creating the "highest-quality games" through professional artisanship, continuous learning, and courageous creativity, with a particular "soft spot for exploring" themes of identity, mythology, and player agency. The studio prefers genres like roguelikes and simulations that encourage discovery in intriguing worlds, placing gameplay and ethical considerations on equal footing with technical excellence. This ethos extends to a people-first approach, where respect and personal development are valued alongside project quality. Sustainability practices are integral to Kitfox's operations, reflecting a commitment to work-life balance in the indie development scene. The studio implemented a four-day workweek in 2021 to combat burnout and enhance employee retention, viewing it as an "unmatchable" benefit for maintaining productivity and well-being without sacrificing output. Participation in game jams, such as the annual Solstice Jam, serves as a key prototyping method, allowing quick experimentation with ideas in a low-pressure environment while reinforcing creative agility.

History

Early formation (2013–2014)

Following the founding of Kitfox Games in , the studio quickly engaged in post-formation activities to build momentum, including participation in a where they developed Sculptorgeist in October 2013. This haunting simulation game, created over 48 hours during a September jam event, served as the team's first prototype and became a finalist in the competition, demonstrating their early creative capabilities in web-based experiences. The studio's debut release, Shattered Planet, a RPG focused on procedural and on alien planets, emerged from an intensive development process that began shortly after founding. Initially conceptualized as Fallen Camelot—a project ultimately abandoned due to feasibility issues—the game was announced in June 2013 and developed under a tight six-month deadline, leveraging Unity for cross-platform compatibility. Self-published by Kitfox, it launched first on in March 2014, followed by Android in April and PC (including and Mac) in July, with initial marketing supported by the studio's network from Execution Labs. Operationally, Kitfox bootstrapped with limited resources, securing $75,000 in seed funding from Execution Labs, which provided not only financial support but also free equipment, mentorship, and access to the local game development scene through groups like the Mont-Royal Game Society. The early team, comprising a small, diverse group with varied nationalities and preferences, faced challenges from unfamiliarity among members—such as early Greg Londish departing shortly after launch—while maintaining a scrappy, adaptive environment without incurring debt. Key milestones in this period included the legal incorporation of the studio in April 2014 and the generation of first revenue from Shattered Planet, which achieved 100,000 downloads within four days of its mobile launch, affirming the viability of Kitfox as an independent developer.

Development of original titles (2015–2020)

Following the release of their debut title Shattered Planet in 2014, Kitfox Games shifted focus toward developing a series of original games that expanded on and narrative-driven gameplay. This period marked a creative expansion for the studio, emphasizing compact, replayable experiences often infused with mythological or psychological themes. Building iteratively on the procedural mechanics established in Shattered Planet, such as randomized environments and survival elements, the team crafted titles that prioritized player agency and emergent storytelling without relying on external funding. In 2016, Kitfox released , an described as a "myth-weaving" adventure where players shape legends through choices in a procedurally generated world inspired by ancient Mesopotamian lore. The game, self-published on and , highlighted the studio's interest in short sessions (typically 30-90 minutes per playthrough) and co-op replayability, allowing 1-4 players to explore branching narratives. Development drew directly from lessons in procedural content from Shattered Planet, refining systems for dynamic world-building and character legacies that persist across runs. The following year, 2017, saw the launch of The Shrouded Isle, a management centered on leading a in a storm-ravaged village. Self-published on and , it featured procedural events and family dynamics that encouraged replay through moral dilemmas and ritualistic decision-making, maintaining the studio's commitment to bite-sized yet thematically dense experiences. Kitfox's small team, which had grown from its four founders to around eight permanent members by this point, handled development in-house, leveraging Unity for efficient iteration on simulation mechanics. By 2018, the studio experimented with interactive formats in BadCupid, a procedural dating simulator designed for on platforms like Mixer, where audience bets influenced AI-driven romantic encounters. Released as a web-based title on , it built on procedural dialogue generation to create emergent, replayable flirtations with mythological undertones, such as oceanic-themed dates. This project exemplified Kitfox's agile development approach, allowing without large budgets. In 2019, Fit for a King arrived as a kingdom-building sandbox simulating the excesses of , where players manage resources, marriages, and executions in preparation for a lavish summit. Self-published on and , the game emphasized procedural economy and satirical historical themes in short, open-ended playthroughs. The expanded team supported parallel projects, enabling Kitfox to balance creative risks while sustaining operations through direct sales. The period culminated in 2020 with Lucifer Within Us, a detective game set in a cybernetic future plagued by demonic possessions. Players act as a digital exorcist solving non-linear mysteries through observation and deduction, with procedural elements ensuring varied case outcomes. Released on and amid the , development faced disruptions including office closures, yet the team adapted remotely to complete the title without delays or debt. Kitfox directed sales profits toward pandemic relief efforts, underscoring the challenges of independent production during global uncertainty.

Expansion into publishing (2021–2025)

In 2021, Kitfox Games marked a transitional phase in its operations by releasing , a self-developed dungeon crawler-dating sim that blended the studio's internal creative strengths with broader publishing ambitions. Developed entirely in-house using Unity, the game launched on August 11, 2021, for Windows, , , and Series X/S, showcasing Kitfox's ability to handle full-cycle production while signaling readiness to support external projects. This hybrid approach allowed the studio to refine its publishing infrastructure, including integration and community management, setting the stage for expanded collaborations. The studio's first significant external publishing deal came in March 2019 with Bay 12 Games for the Steam and itch.io release of Dwarf Fortress, a long-in-development procedural simulation game. Kitfox handled platform relations, marketing, and post-launch support, culminating in the full release on December 6, 2022, which introduced graphical and audio enhancements to the classic ASCII version. Ongoing partnership efforts included major updates like the Siege Update in November 2025, which added siege mechanics and combat improvements, and the Adventure Mode expansion in January 2025, enabling open-world exploration outside fortress-building. This collaboration exemplified Kitfox's focus on simulation genres, providing technical and promotional expertise to established indie creators. Building on this momentum, Kitfox entered a publishing agreement with A Sharp in 2019 for the Six Ages series, narrative-driven RPGs rooted in mythic fantasy. The partnership facilitated the port of Six Ages: Ride Like the Wind and supported the sequel, Six Ages 2: Lights Going Out, which launched on August 21, 2023, for Windows, macOS, and . Kitfox managed distribution and community engagement, emphasizing the games' choice-based and procedural elements, which aligned with the studio's and preferences. By 2022, Kitfox had diversified its portfolio with titles like Pupperazzi, a photography simulation developed by Sundae Month and published for Windows, macOS, , and on , 2022. This release highlighted the studio's growing role in curating lighthearted, genre-blending experiences. Further expansion included a 2023 deal with Freehold Games for , a science-fantasy that exited and fully launched on December 5, 2024, for Windows via , GOG, and . Kitfox oversaw the transition to 1.0, incorporating years of community feedback into its deeply simulated world. More recent partnerships underscored Kitfox's commitment to long-term support in niche genres. In September 2024, the studio formalized a deal with Blue Bottle Games for Ostranauts, a noir simulation that had been in since July 2020; Kitfox aimed to guide it toward a 1.0 release in 2025, adding features like ship-to-ship combat and expanded exploration. Meanwhile, Kitfox continued internal development with upcoming self-published titles, including Streets of Fortuna, a procedural sandbox RPG announced in June 2024 and set in a simulated ancient city inspired by 500 AD , with a targeted release in 2025 or later. Loose Leaf: A Tea Witch Simulator, revealed in December 2023 as an management game, was placed on indefinite hold in April 2025 to reallocate resources. This publishing expansion coincided with steady business growth, as Kitfox increased its team from eight permanent employees in 2018 to approximately 15 by 2025, maintaining a focus on simulation and roguelike titles to leverage its expertise in procedural worlds and community-driven development. The studio's selective approach prioritized high-quality, emergent gameplay experiences, fostering sustainable partnerships without overextending resources.

Games

Developed games

Kitfox Games has developed a diverse portfolio of indie titles since its inception, focusing on innovative mechanics that blend , narrative depth, and simulation elements. Their in-house projects often explore themes of personal identity, , and human (or inhuman) relationships through unique gameplay loops, such as exploration and management simulations. These games are typically released on PC platforms like , with select titles ported to consoles and mobile devices. The studio's debut title, Shattered Planet (2014), is a RPG where players control a clone researching alien on a procedurally generated, hostile planet. Core mechanics include survival-based exploration, item upgrades, and challenges, emphasizing strategic in a sci-fi setting. It was initially released for and Android before expanding to Windows and macOS via . In 2016, Kitfox released , a narrative-driven action RPG that serves as a co-op "" set in a procedurally generated ancient world inspired by Mesopotamian mythology. Players shape their character's legacy through choices that build folklore and relationships over five in-game days, with multiplayer support for up to four players. The game's procedural storytelling mechanic allows for replayability, as different decisions alter the world's mythology and outcomes. It launched on Windows, macOS, and , later ported to consoles including , , and . The Shrouded Isle (2017) is a cult management simulation and where players act as a preparing a village for an eldritch awakening through rituals, sacrifices, and family politics. Mechanics revolve around balancing virtues and sins among four noble families, with branching narratives tied to moral decisions that uncover dark secrets. Developed with a focus on atmospheric tension and replayable scenarios, it was released for Windows, macOS, and , and later ported to in 2019. In , Kitfox experimented with BadCupid, a limited livestream project and procedural dating simulator integrated with platforms like Mixer and Twitch. AI characters engaged in romantic interactions where viewers could bet on outcomes using , exploring themes of artificial relationships. It ran as a series of browser-based events from November to early 2019, serving as a for interactive audience participation rather than a traditional standalone . Fit for a King (2019) is a strategy simulation game parodying Tudor-era excess, where players rule as a competing in opulent displays against rivals like a fictional King Frank. Key features include non-linear sandbox elements for law reform, taxation, marriages, and executions, all rendered in a retro style for keyboard-only play. The game's development emphasized chaotic, player-driven narratives without fixed endings, and it was released exclusively for Windows on . In 2020, Lucifer Within Us introduced horror elements in a puzzle-adventure format, tasking players with solving murders across alternate timelines as a digital purging daemonic possessions. Mechanics center on non-linear investigation, cross-referencing , witness testimonies, and contradictions to build cases, with a focus on observation and deduction. The game's isometric style and branching mysteries reflect Kitfox's in-house process of integrating horror with intellectual challenges; it launched for Windows and macOS on . Boyfriend Dungeon (2021) combines action RPG dungeon crawling with mechanics, where players romance anthropomorphic weapons to upgrade them for combat in urban "dunjs." Core gameplay loops alternate between hack-and-slash battles and visual novel-style dates that reveal character backstories and improve abilities, emphasizing themes of personal growth and relationships. Developed primarily in-house with some external art contributions, it was released for Windows, , Xbox Series X/S, and , with a PlayStation 4/5 port in 2022. While Kitfox also handled , the title originated as an internal project. Loose Leaf: A Tea Witch Simulator, announced in 2023, is a detailed game where players manage an interdimensional tea room, experimenting with ingredient-based mechanics and fluid physics for custom recipes. Development trivia highlights the team's emphasis on tactile interactions and cozy progression; however, the project was placed on indefinite hold in April 2025 and removed from the Steam store. Streets of Fortuna, revealed in 2024, is an sandbox RPG set in a procedurally generated megacity inspired by 500 AD . Players rise from street rat to influential figure through emergent survival mechanics, including theft, trading, and social intrigue, without a linear storyline. Kitfox's development process incorporates tools for dynamic NPC behaviors and chaos , with a planned release on Windows via .

Published games

Kitfox Games began publishing third-party titles in 2019, expanding beyond their own developments to support indie creators in bringing ambitious, mechanics-driven games to market. Their portfolio emphasizes titles with intricate systems, narrative depth, and replayability, often in genres like simulations and RPGs. As of November 2025, the company has published six notable third-party games, with an additional upcoming title, each handled through partnerships that leverage Kitfox's expertise in promotion and platform integration.
TitleRelease YearDeveloperGenre
Six Ages: Ride Like the Wind2019A SharpTactical RPG
Ostranauts (Early Access)2024Blue Bottle GamesSpace simulation
Pupperazzi2022Sundae MonthPhotography simulation
Dwarf Fortress2022Bay 12 GamesColony simulation
Six Ages 2: Lights Going Out2023A SharpTactical RPG
Caves of Qud (1.0)2024Freehold GamesRoguelike RPG
Thousand Hells: The Underworld HeistsTBAA SharpTactical Narrative RPG
In their publishing role, Kitfox handles porting to major platforms such as —for instance, developing the premium version of for commercial release—along with marketing campaigns, localization, and post-launch support. This includes facilitating major updates, such as the 2024 Adventure Mode beta for , which introduced new gameplay modes and features developed in collaboration with Bay 12 Games. For , Kitfox supported the 1.0 release on December 5, 2024, following since 2015, with a port planned for Q4 2025. Kitfox's selection criteria prioritize games with an affinity for complex simulations and roguelikes, aligning with the studio's philosophy of backing "system-driven" experiences from trusted developers that appeal to niche but dedicated audiences. Ostranauts entered full release in 2025 under Kitfox publishing.

Recognition

Awards and nominations

Kitfox Games' first game jam entry, Sculptorgeist, developed during the 2013 Indie Speed Run, was selected as a winning finalist for its innovative haunting simulation mechanics. The studio's 2016 release Moon Hunters garnered multiple early recognitions for its narrative-driven gameplay, including the Narrative Design Award at the 2015 Montreal Independent Games Festival and Best Co-Op Experience at PAX East 2015. It also won Most Promising Game in Development at Indie Prize Europe 2016 and was selected for the PAX 10 showcase that year. Later titles like Boyfriend Dungeon (2021) received a nomination for 2D Animation at the IGDA's Global Industry Game Awards, highlighting Kitfox's focus on artistic excellence in published indie projects. In 2025, Kitfox-published Caves of Qud achieved significant accolades, winning the for Best Game or Interactive Work for its deeply simulated world-building. The game also secured the Excellence in award at the Independent Games Festival, a nomination for Strategy/Simulation Game of the Year at the 28th Annual , and a shortlist spot for Best at the . Kitfox advocated for a nomination for Caves of Qud's writing, emphasizing its procedural narrative depth, though it did not advance. Additionally, Dwarf Fortress ranked third on PC Gamer's Top 100 list for 2025, underscoring its enduring influence as a procedural benchmark. These honors have elevated Kitfox's profile in indie publishing, contributing to milestones such as Dwarf Fortress exceeding 1 million Steam sales by mid-2025.

Critical reception

Kitfox Games' developed titles have generally received praise for their innovative narratives and emphasis on player-driven storytelling, particularly in titles like , where enhances replayability through branching myths and character choices that unfold across multiple playthroughs. Critics have highlighted the studio's ability to blend simple mechanics with emergent narratives, creating concise yet memorable experiences that encourage co-operative exploration of ancient, worlds. In their role, Kitfox has earned acclaim for championing ambitious games such as and , often described as essential indies for their unparalleled depth in procedural world-building and . Aggregate scores across Kitfox's portfolio reflect a solid mid-tier reception, with an average Metascore of 74 based on critic reviews for their developed and published titles. For instance, Boyfriend Dungeon holds Metascores around 72-74 across platforms, while Caves of Qud stands out at 91 for its intricate science-fantasy elements. On , player ratings average highly for key releases, such as Dwarf Fortress' Overwhelmingly Positive status from over 25,000 reviews, underscoring post-2022 updates that amplified its simulation depth without overwhelming newcomers. Player feedback has emphasized community appreciation for Kitfox's efforts to improve accessibility in complex genres, with the Steam version of Dwarf Fortress praised for its intuitive interface that lowers the barrier to entry for intricate procedural simulations. Early titles like Shattered Planet drew minor critiques for repetitive gameplay and limited scope, though its exploration mechanics still garnered positive notes for visual appeal and survival tension among enthusiasts. By 2025, Kitfox's legacy in the indie space includes elevating and genres through strategic publishing, fostering trends in procedural design that empower player agency and emergent storytelling in niche titles. Their support for long-term projects like has influenced a wave of deep, update-driven indies, prioritizing simulation richness over polished narratives.

References

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