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SFB Games
SFB Games
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SFB Games Limited is a British video game developer based in London. The studio was established in 2002 by brothers Tom and Adam Vian, who, as "The Super Flash Bros.", produced browser games and animations in Adobe Flash for websites such as Newgrounds and Armor Games. At SFB Games, Tom acts as technical director, while Adam occupies the role of creative director.[1]

Key Information

History

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On 2 September 2002, brothers Tom and Adam Vian, at the time aged 17 and 14, respectively,[2] established a Newgrounds account under the name The Super Flash Bros., and uploaded their first Adobe Flash movie, Metal Gear Mayhem, the same day.[3] The duo went on hiatus when Tom started attending university.[4] After reforming, they entered into a partnership with Armor Games, whereby Armor Games would fund all future Flash games created by the two brothers.[4] In total, they developed 34 games for Armor Games.[4] On 16 May 2012, the studio incorporated as SFB Games Limited under the United Kingdom company law,[5] the "SFB" being an abbreviation of the former name.[6]

Games developed

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Year Title Platform(s) Publisher(s) Ref(s)
2013 Phantom Pharaoh's Treasure Trap Browser Adult Swim Games
Haunt the House: Terrortown Android, iOS, macOS, Microsoft Windows, PlayStation Vita SFB Games
2014 Detective Grimoire: Secret of the Swamp Android, iOS, Linux, macOS, Microsoft Windows Armor Games
2015 Rugby Golf Android, iOS SFB Games
2016 Launchasaurus
2017 Snipperclips Nintendo Switch Nintendo
Snipperclips Plus
2018 Marching Order Android, iOS SFB Games
2019 Tangle Tower Apple Arcade, PC, Nintendo Switch, Xbox One, PlayStation 4
2024 Crow Country PC, Xbox Series X/S, PlayStation 4, PlayStation 5, Nintendo Switch [7]
2026 The Mermaid Mask In development

References

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from Grokipedia
SFB Games is a British indie video game developer and publisher based in , , incorporated on 16 May 2012 by brothers Tom and Vian. The studio traces its origins to the duo's earlier collaboration as The Super Flash Bros., where they began creating online Flash games in 2002, producing a total of 34 titles in that medium before transitioning to console, mobile, and PC platforms. Renowned for its colorful, innovative puzzle and adventure games, SFB Games has developed and published several critically acclaimed titles, including the series, Tangle Tower (2019), Haunt the House: Terrortown (2013), and Crow Country (2024). The studio also collaborated with on (2017), a launch title for the that topped download charts for months and featured DLC as Snipperclips Plus. Other notable releases include Marching Order (2014), emphasizing cooperative gameplay mechanics. SFB Games has earned recognition in the indie scene through awards and nominations, such as an honorable mention at the 2014 (IGF) for Detective Grimoire in Excellence in Narrative and the 2013 TIGA Awards for Haunt the House: Terrortown. Successful campaigns and Greenlight approvals have supported their projects, highlighting their focus on unique, hand-drawn art styles—often in partnership with illustrator Catherine Unger since 2014—and engaging narratives. As of 2025, the studio continues to expand its portfolio with upcoming titles like The Mermaid Mask.

Overview

Founding and Background

SFB Games traces its origins to September 2002, when brothers Tom Vian and Adam Vian founded the entity in London, England, initially under the pseudonym The Super Flash Bros. Tom, the older brother, took on the role of technical director, specializing in programming and ActionScript development, while Adam served as creative director, handling art, animation, and design. The duo's formation marked the beginning of their collaborative efforts in digital media, driven by a shared passion for interactive storytelling. The brothers' early work stemmed from a hobbyist pursuit of technology, which was gaining popularity for web-based animations during the early . They began with short films and experimental animations, gradually incorporating interactive elements to evolve toward game-like experiences. This motivation was rooted in the creative freedom offered by Flash, allowing them to experiment without formal resources or industry backing. Their transition from casual creators to a recognized independent entity occurred with the first public releases on platforms such as in 2003, where they shared their content with a growing of Flash enthusiasts. These initial uploads garnered attention and feedback, solidifying their commitment to collaborative production. A key early milestone was the release of their first collaborative Flash game in 2003, which signified a pivotal shift from pure to focused game development.

Operations and Focus

SFB Games operates as a small independent studio based in , , with a core team consisting primarily of brothers Tom Vian, who manages programming, and Adam Vian, responsible for and animation, supplemented by occasional collaborators such as illustrator Catherine Unger. This lean structure allows for agile development while maintaining creative control over projects. The studio's setup reflects a commitment to intimate, collaborative workflows that prioritize quality over scale. The business model centers on self-funded indie development, enabling the creation of narrative-driven adventure games distributed across diverse platforms, including PC via , mobile on and Android, and consoles such as the and PlayStation. This approach avoids reliance on large publishers for most titles, with facilitating direct access to audiences and revenue streams from one-time purchases. Building on their roots in Flash games from the early , the studio has evolved to leverage modern digital storefronts for broader reach. Creatively, SFB Games emphasizes point-and-click adventures characterized by hand-drawn art, engaging puzzle-solving mechanics, and whimsical storytelling, often incorporating detective or mystery themes to drive narrative immersion. This focus fosters accessible gameplay that appeals to a wide audience, blending intricate environmental interactions with character-driven plots to create memorable, lighthearted experiences. In terms of development tools and process, the studio employs the Unity engine for its modern titles, facilitating the transition from legacy Flash-based animation workflows to more versatile cross-platform production. SFB Games maintains a dedication to family-friendly content, delivering complete games without microtransactions to ensure straightforward, enjoyable playthroughs free from additional monetization pressures.

History

Early Years as The Super Flash Bros. (2002–2011)

The Super Flash Bros., consisting of brothers Tom Vian and Adam "Dim" Vian, formed in the summer of 2002 in Kent, England, when the siblings, inspired by a Newgrounds animation shared on the FantasyGamer.net forums, decided to create their own Flash content. At the time, Tom, aged 17, handled ActionScript programming, while Adam, 14, focused on artwork. They established a Newgrounds account on September 2, 2002, and quickly began uploading short Flash animations, marking the start of their experimental foray into online media. Early works like "The Decline of Video Gaming" (2004) and the "Another Day" series showcased their initial emphasis on humorous, satirical animations, drawing positive responses from the Newgrounds community. By 2003, the duo pivoted toward game development, shifting from pure animations to interactive Flash experiences while continuing to distribute content on platforms such as .com and Flashplayer.com. This transition aligned with their growing interest in puzzles, humor, and interactive storytelling within short-form formats, as seen in viral hits like " Has You" (2002–2003), which featured Adam's "Chateau" segment and received endorsement from prominent creator LegendaryFrog. Their output gained traction through free web distribution, with individual pieces such as "Decline of Video Gaming" amassing over 1.8 million views on alone, contributing to their rising online presence. Key milestones during this period included active participation in Newgrounds collaborations, where they worked with artists like Double Helix (Dan and JT), Egoraptor for voice work, Rubber Ninja, and Gerkinman, fostering a collaborative ecosystem that amplified their visibility. A significant development came through their partnership with , which funded and sponsored 34 Flash games starting around 2003, enabling sustained production of puzzle and adventure titles. This era solidified their reputation for innovative, accessible web content, with experiments in blending narrative humor and gameplay mechanics. The early years were marked by challenges inherent to Flash technology, including technical limitations in rendering complex interactions and animations, as well as a complete reliance on free platforms without direct monetization options. The brothers operated as a hobbyist duo, funding projects personally until the Armor Games partnership provided sponsorship, though they briefly paused development while Tom attended university. These constraints shaped their resourceful approach, emphasizing concise, browser-based experiences that prioritized creativity over commercial viability.

Incorporation and Expansion (2012–present)

In 2012, brothers Tom and Adam Vian formally incorporated SFB Games Limited in , , on 16 May, transitioning from their prior informal work as The Super Flash Bros. to a structured entity that facilitated commercial publishing, partnerships, and funding pursuits such as campaigns. This move supported the studio's ambitions beyond free browser-based content, enabling the launch of a successful for Detective Grimoire: Secret of the Swamp later that year, which raised funds for its development and marked an early step toward monetized releases. By 2014, SFB Games began shifting from free web games to paid titles across digital platforms, with releasing on in August 2014 as their first major commercial product, followed by Haunt the House: Terrortown on in 2014 and mobile devices in October 2014. The studio entered app stores and more broadly during this period, achieving international distribution through global digital marketplaces, while early console ventures included collaborations with for PlayStation Mobile and for sponsored projects. A pivotal milestone came in late 2015 with a partnership with , leading to Snipperclips – Cut it out, together! as a launch title in March 2017, which expanded their reach into the console market. Further growth included console port deals, such as the 2019 release of Tangle Tower on in October, alongside PC and mobile versions, broadening their portfolio to include adventure and puzzle genres with worldwide availability. The discontinuation of support on December 31, 2020, posed no major disruption, as SFB Games had already adapted by the mid-2010s through transitions to native app development and modern engines for mobile, PC, and console releases. As of 2025, operates as a small independent team primarily led by the Vian brothers, emphasizing amid indie industry challenges, with recent successes like the 2024 survival horror title Crow Country, the December 2024 release of Castle Doombad Classic (originally developed with ), and ongoing work on the horror-adventure The Mermaid Mask, slated for release in 2025.

Games Developed

Flash and Web Games

SFB Games, operating as The Super Flash Bros. during their formative years, produced dozens of free browser-based games and animations between 2002 and 2012, primarily using . These works were characterized by quirky humor, simple yet engaging puzzles, and distinctive hand-drawn aesthetics that emphasized vibrant colors and whimsical character designs. Early submissions appeared on platforms like , where the brothers Tom and Adam Vian built a following through short, experimental pieces before securing sponsorships that enabled more polished releases. A partnership with , established after the Vians' university graduation, funded the development of 34 dedicated Flash titles, allowing the team to focus on replayable experiences typically lasting 5-15 minutes. Notable examples include the James the Zebra series (2007-2008), a collection of five quirky games featuring a super-powered zebra in scenarios like , circus , space travel, beach outings, and piracy, blending platforming with light puzzles and unlockable minigames. Another standout is Haunt the House (2010), a stealth-puzzle game where players control a possessing household objects to scare away intrusive party guests, praised for its atmospheric humor and innovative possession mechanics. Similarly, Detective Grimoire (2007), an early point-and-click mystery , introduced narrative-driven investigation elements that would influence the studio's later works, involving clue-gathering and suspect interrogations in a fantastical setting. These games, along with others like Blue Rabbit's Climate Chaos (2008), a 3D environmental puzzle, and The Arrow of Time (2009), a time-manipulation , exemplified the era's emphasis on creative, bite-sized . Development centered on Adobe Flash for its accessibility in creating interactive web content, with Tom handling programming and Adam focusing on animation and art. The short format encouraged replayability through high scores, hidden elements, and multiple endings, fostering community engagement on sites like Newgrounds and Armor Games, where users shared strategies and fan art. Collectively, titles like Haunt the House and Detective Grimoire amassed millions of plays across portals, contributing to the brothers' reputation in the indie scene. The Flash era laid the groundwork for ' transition to commercial development, as Adobe Flash's deprecation in 2020 rendered many browser titles obsolete. This period helped popularize indie Flash games by demonstrating how small teams could deliver polished, humorous experiences without large budgets, influencing a generation of web-based creators through visible success on community-driven platforms. Many originals remain preserved via emulators on sites like , preserving their cultural footprint.

Mobile, Console, and PC Titles

SFB Games began transitioning to commercial releases with mobile titles in , marking a departure from their earlier free web-based experiments toward polished, narrative-driven games available on app stores, , and console platforms. This shift allowed the studio to explore longer-form storytelling and intricate puzzle mechanics, with initial focus on iOS and Android before expanding to PC via in subsequent years. By 2019, their portfolio extended to consoles including , , and , enabling broader distribution and cross-platform play. The studio's key series, the series, consists of point-and-click adventure games centered on mystery-solving with supernatural and magical elements, beginning with the 2007 Flash title and continuing with commercial releases. The first commercial entry, (2014), follows the titular detective investigating a at a swamp-side inhabited by mythical creatures, blending , clue-gathering, and environmental puzzles in a hand-drawn, atmospheric world. Released initially on mobile devices, it was later ported to PC, emphasizing whimsical yet eerie narratives inspired by classic adventure titles. The series continued with (2019), a top-down in a bizarre mansion, where players control dual protagonists—a detective and a —to unravel a through unique perspective-based puzzles and colorful, eccentric suspect s; it launched on before expanding to PC, Switch, , and . In recent years, has diversified genres while maintaining a commitment to artistic visuals and engaging stories. Crow Country (2024), their first foray into , draws inspiration from PlayStation 1-era classics like Resident Evil, featuring fixed camera angles, resource management, and riddle-solving in an abandoned theme park overrun by aberrations. Developed using Unity engine with aesthetics to evoke retro nostalgia, the game follows protagonist Mara Forest as she uncovers corporate secrets amid tense exploration and combat; it debuted on PC via in May 2024, with ports to , , , and Xbox Series X/S following later in the year. This title highlights the studio's evolution toward immersive, atmosphere-heavy experiences without relying on fast-paced action. Beyond the Detective Grimoire series and Crow Country, SFB Games has released several standalone titles emphasizing creative puzzles and cooperative play, contributing to approximately 10 major commercial releases by 2025. Notable examples include Marching Order (2018), a mobile logic puzzle game where players rearrange a chaotic animal marching band to match musical patterns, showcasing the studio's knack for accessible, charming mechanics. Similarly, Snipperclips: Cut It Out, Together! (2017), a cooperative action-puzzle game for Nintendo Switch, requires players to literally cut paper characters into shapes to solve challenges, prioritizing teamwork and humor in its minimalist art style. These works, along with ports and expansions like Snipperclips Plus (2018), underscore SFB Games' focus on innovative gameplay intertwined with strong narrative and visual artistry rather than high-intensity action. Their early Flash roots briefly influence this style through simple, intuitive interactions that carry over to modern platforms.

Reception and Legacy

Critical Reception

SFB Games' titles have generally received positive critical reception, with an average Metascore of 80 across their portfolio, praised for distinctive hand-drawn art styles, witty writing, and inventive puzzle design that blend accessibility with clever mechanics. Reviewers often highlight the studio's ability to infuse humor and charm into narrative-driven adventures, earning consistent scores in the 75–85 range on aggregate sites for major releases. During the Flash era, games like Fancy Pants Adventures were lauded on platforms such as for their fluid controls, humorous animations, and easy entry point into platforming, achieving average user scores of 4.79 out of 5 from over 2 million plays. Critics noted the series' simplicity as both a strength for broad appeal and a limitation in depth, yet it set a benchmark for polished web-based entertainment. Modern titles continued this trend of acclaim for narrative and aesthetics. Detective Grimoire: Secret of the Swamp (2015) was commended for its charming story, superb voice acting, and atmospheric soundtrack, earning an 83 on Metacritic from eight critics who appreciated its quirky characters despite its brevity. Similarly, Tangle Tower (2019) garnered an 85 Metascore, with praise for its diverse cast, engaging mystery, and vibrant visuals, though some noted minor pacing issues. Crow Country (2024), a PS1-inspired survival horror, was celebrated for its retro atmosphere, smart puzzles, and self-aware humor, scoring 84 on Metacritic for the PC version and drawing comparisons to classics like Silent Hill, but faced critique for its short runtime of around six hours. As of November 2025, audience feedback on Steam reflects strong niche appeal in the indie adventure genre, with titles like Crow Country holding an Overwhelmingly Positive rating from over 5,900 reviews and Tangle Tower at Overwhelmingly Positive from over 5,300 users, emphasizing the studio's consistent delivery of joyful, replayable experiences.

Awards and Industry Impact

SFB Games has received several nominations and awards throughout its history, recognizing its contributions to independent game development. In 2018, the studio's collaboration with Nintendo on Snipperclips – Cut it out, together! earned wins for Family Game of the Year and the D.I.C.E. Sprite Award at the 21st Annual D.I.C.E. Awards, highlighting its innovative multiplayer mechanics. The title also secured two nominations at the 14th British Academy Games Awards, for Game Innovation and Family. Earlier Flash-based titles like Haunt the House: Terrortown won the Indie Game Award at Casual Connect Europe in 2013. More recent projects have continued this recognition. Tangle Tower (2019) was nominated for EE Mobile Game of the Year at the 16th in 2020 and won the award at the IndieCade Awards the same year. Crow Country (2024) earned an Honorable Mention in the Excellence in Narrative category at the Independent Games Festival in 2025 and was nominated for Best Music/ in the AI, Immersive & Games category at the 29th Annual . The studio's work has had a notable impact on the indie gaming landscape, particularly in demonstrating viable paths for small teams transitioning from web-based platforms to modern engines. Beginning with Flash games under the Super Flash Bros. moniker in 2002, SFB Games navigated the platform's 2020 discontinuation by shifting to Unity, enabling ports and new releases like Tangle Tower on and Crow Country across PC and consoles. This evolution has inspired other developers in the UK indie scene, where the London-based brothers have contributed to a growing emphasis on narrative-driven titles produced without backing. Collaborations with major publishers, such as for Snipperclips and physical distribution partnerships like for Crow Country, have amplified the studio's reach and validated small-team models for puzzle and horror genres. Their focus on accessible, story-rich experiences has fostered a dedicated fan community through and direct engagement, sustaining growth amid indie funding challenges. Looking ahead, the upcoming title The Mermaid Mask, planned for release in 2025 and emphasizing detective horror elements akin to Crow Country, signals continued innovation in blending narrative depth with atmospheric tension.

References

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