RoguePortalGuide
RoguePortalGuide studio key art — a procedurally generated portal environment

Game Development · Hoxton, London

We build worlds that fold in on themselves.

RoguePortalGuide is a Hoxton studio crafting roguelikes, procedural worlds, and portal-driven puzzle games — from first prototype to live launch.

Currently booking builds for Q3 2026
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Inside the RoguePortalGuide studio in Hoxton
Studio floor, 24 Pitfield Street — Hoxton, N1

The Studio

A small team obsessed with generative play

Founded above a print workshop on Pitfield Street in 2016, RoguePortalGuide is a seven-person studio of designers, engineers, and technical artists. We specialise in run-based games where every session is stitched together on the fly — procedural dungeons, branching portals, and systems that surprise the people who made them.

We ship on PC and console in Unreal Engine 5 and Unity, with an in-house toolchain for procedural generation and playtest telemetry. We take on a maximum of three client projects a year so each one gets a senior team from kickoff to launch — no juniors handed the keys, no offshored crunch.

9
Titles shipped
2.4M
Copies sold
7
People, one studio

How we work

Four phases, one vertical slice at a time

Every engagement follows the same spine. We front-load risk with a playable prototype so you never fund a year of work on a hunch.

  1. 01

    Discovery & pitch (2 weeks)

    We pull apart your core loop, define the fantasy, and produce a design pillar doc plus a costed roadmap. From £3,500, credited against production.

  2. 02

    Playable prototype (4–6 weeks)

    A rough but real vertical slice you can hold in your hands. We test the moment-to-moment feel before a single art asset is finalised. From £18,000.

  3. 03

    Full production (4–12 months)

    Senior team, two-week sprints, fortnightly builds. Procedural content, systems, UI, and audio integration built against weekly playtests. Day-rate from £520.

  4. 04

    Launch & live-ops

    Console certification, store setup, patch cadence, and post-launch balancing. We stay on for a minimum three-month tail so launch week is not the finish line.

Capabilities

What we actually make

Hover a card to see the detail. Four disciplines we run end-to-end, in-house, without subcontracting the hard parts.

Procedural generation

Procedural generation

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Procedural generation

Wave-function-collapse level design, seeded run generation, and hand-authored set-pieces that read as designed, not random. Our generators ship with a debug seed browser so QA can reproduce any run.

Roguelike systems

Roguelike systems

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Roguelike systems

Meta-progression, item synergies, and difficulty curves tuned against real telemetry. We build the economy spreadsheets and the in-engine balancing tools that keep them honest.

Portal & spatial puzzles

Portal & spatial puzzles

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Portal & spatial puzzles

Non-Euclidean spaces, recursive rooms, and camera-safe portal rendering in UE5. The tricky maths — seamless traversal, physics hand-off, occlusion — handled so your designers stay in the level editor.

Console porting & cert

Console porting & cert

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Console porting & cert

PlayStation, Xbox, and Switch builds prepped, submitted, and shepherded through certification. Input, save systems, and platform storefront requirements sorted before your first submission.

Reviews

What partners say after launch

A few words from studios and publishers we have built with over the past three years.

The prototype they delivered in five weeks convinced our board to greenlight the full budget. Six months later we shipped to a 91% positive rating. Genuinely the tightest pre-production we have run.
Marcus D.
Publishing director, Bristol · March 2026
Their portal-rendering work is the real deal — we could not find anyone in the UK who could do seamless non-Euclidean traversal in UE5 until we found Pitfield Street. Worth every pound.
Priya S.
Indie studio lead, Manchester · November 2025
Fortnightly builds, no surprises, and a seed browser that let our QA reproduce every bug. Switch certification passed first submission. That never happens.
Tom H.
Producer, Brighton · January 2026
We came in with a messy roguelike idea and left discovery with a costed roadmap we actually trusted. They tell you what to cut, which is rarer than it should be.
Elena K.
Founder, London · September 2025

Devlog

Get the studio devlog

One email a month: procedural-generation breakdowns, post-mortems, and early access to our next build. No spam, unsubscribe any time.

We read our own inbox. Your address stays with us.

Contact

Tell us about your game

Pitching a new title, or need a specialist to unblock an existing one? Send the details and a senior member of the team will reply within two working days.

Studio
24 Pitfield Street, Hoxton, London N1 6EY
Studio hours
Monday–Friday, 09:30–18:30 GMT