An independent Swedish game development studio situated on Södermalm, the creative and vibrant southern quarter of Central Stockholm.

The company has been involved as a subcontractor on several AAA titles on all major platforms and has also self-published several titles for mobile, PC, Mac and consoles. The tightly knit team is comprised of approximately 50 experienced and skilled developers.


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Work for hire and Self-publishing

Fatshark has worked as both subcontractors and with self-published titles and highly values the experienced gained from both endeavors. The subcontracting work has added a greater level of understanding of the importance of healthy and professional relations with both investors and publishers while the self-publishing projects has prepared Fatshark to tackle the challenges and demands from both the financial side and the end consumers – the players.

Fatshark is able to provide expertise in all stages of a project from business analysis, planning and conceptualization to pre-production, production and finalization.

Releasing games in time for all platforms

Extensive experience and knowledge has prepared Fatshark  to effectively deal with the common pitfalls of the release process, like coping with legal and technical brand compliance and marketing coordination.

Whether it is digitally or retail distributed PC and Mac games, console games for Sony and Microsoft or mobile games for Android and iOS handhelds, Fatshark has continually delivered games on time, and built an impressive track record of reliability.

Efficient and capable production pipe

Fatshark shares a close relationship with engine developer Bitsquid and are able to use tomorrow’s technology with extremely short turnaround times, so features can quickly go from idea to actual implementation in the game.

Working relationships have been established with a number of 3rd party service providers such as music composers, Mo-cap studios, cut scene creators, translators and QA providers. As tool and content pipes have been tried and tested, Fatshark will be able to keep the start-up and execution times of new projects brief and and cost-effective.


Company History I – Once upon a time


Lead and Gold: Gangs of the Wild West (April 2010, Paradox Interactive)

With the release of Lead and Gold: Gangs of the Wild West Fatshark took the important step from working as a subcontractor to operating as a developer able to publish their own games.

The publishing of the game was conducted together with Paradox Interactive and proved to be a successful cooperation between the two companies. Their collaboration continued later with the development of War of the Roses series.

Lead and Gold was a great success story for the company and gave a solid platform from where Fatshark could continue to create great games. Over 400 000 players have played the game on Steam and the positive reviews and comparisons to Valve’s genre leader Team Fortress 2 are both flattering and much appreciated.

Main distribution channels were the market leading Steam (PC) and Playstation®Network (PS3) but a boxed PC version was available in a number of key markets countries (Germany, UK and US), including a spell at Walmart in the US.

Lead and Gold was developed in less than a year for two platforms, PlayStation®3 and PC. To make the most of the digital distribution channels, Fatshark decided to treat the game as a living title – meaning that it was supported with patches and free updates a long time after the release.

Company History II – Platforms unite

Teaming up with Capcom and jumping on the platform train

Bionic Commando Re-Armed 2 (January 2011)

Thanks to the success of Lead and Gold and a solid resume as a subcontractor for companies like DICE and Grin, Fatshark was offered to develop the sequel to Capcom’s enormously successful remake of the classic NES title Bionic Commando.

Working with one of the major players of the industry and with a brand loved by the fans proved to be a very inspiring and challenging task and Fatshark learned enormous amount from it. The game contained a massive amount of content in a genre that was at the time new territory for the company. Despite the difficult outset, Fatshark is pleased with the end result. The game saw a simultaneous release on Xbox 360 and PlayStation®3 and was the last Fatshark title built on old tech as the company adopted the new Bitsquid engine after the release.

Hamilton’s Great Adventure (May 2011)

With the release of Hamilton’s Great Adventure, Fatshark took a huge step as a company. It was released without any external partners and proved that they could conceptualize, fund, develop and publish a high-end title on their own. Fatshark is very proud of that achievement.

Bionic Commando: Rearmed 2 and Hamilton’s Great Adventured expanded our horizons with a totally new genres. The step from third person shooters for hardcore gamers to a beautiful story-driven puzzle adventure or a side scrolling platformer is a steep one, as completely new challenges were to be mastered.

Hamilton’s Great Adventure was also a milestone from a technical standpoint as it was the first of our games built on the Bitsquid engine. To pass Sony’s hard technical requirements is never easy and doing it with flying colors on a new engine is even harder. The people at Fatshark are very pleased and proud to have achieved this.

Company History III – Post-apo dreams, medieval carnage and a fishtank


 Krater: Shadows over Solside (June 2012)

If Hamilton and Bionic Commando were big steps forward, the leaps Fatshark had to take with Krater were enormous. The role playing game genre requires huge amounts of content and we knew that this project would force us to implement a whole new production pipe and procedural generation of content. But challenges aside – it’s a very rewarding genre and if a company can establish itself in it, they have gained a very advantageous position for the future.

14 months later Fatshark released their biggest game so far on Steam. Just like with Hamilton they DIY:ed it but this time they knew they had to raise the bar substantially since they were building a new brand for the future. Longevity and community building were of great importance.

The marketing tools and efforts were refined and the brand manager worked hard together with the new media channels of the game industry to ensure a successful release. Let’s play channels on Youtube, early beta test periods, social networking and user generated content are all areas Fatshark learned to master with release of Krater.

War of the Roses (October 2012)

After developing a healthy taste for multiplayer action with Lead and Gold, it was welcomed with open arms when Paradox wanted to continue their collaboration in the form of a medieval multiplayer project. Fatshark were prepared and ready to take what they learned from Lead and Gold and break new ground in multplayer combat.

The Future

Progress building our time machine nears it’s middle. We are of course excited over the prospect of controlling our future from here, we simply hope we do not jump the shark in the process.