Independent Game Studio · West End, Brisbane
Games lit like the last reel of a noir.
Piralomek builds atmospheric, story-first games where every alley, rain-slick street and interrogation room is hand-lit for tension. Slow-burn narratives, tactile choices, and a soundtrack that keeps you awake.
- 3
- Shipped titles
- 11 yrs
- Crafting worlds
- 4.7★
- Player rating

The Studio
From a Bailey Street garage to festival screens.
We are a small crew of writers, lighting artists and systems designers working out of a converted warehouse in West End. We ship fewer games and light every frame ourselves.
- 2014
The garage cut
Three friends prototype "Nightcall Precinct" on a single desk lamp for lighting reference. The moody look sticks and becomes the studio signature.
- 2017
First shipped title
We release "Ashfall Boulevard" to a cult audience, earning a PAX Aus feature and our first full-time hires from Brisbane and the Gold Coast.
- 2020
The Bailey Street studio
We move into our current West End space, build an in-house foley booth, and start scoring our own soundtracks on tape.
- 2024
Cinematic engine
Our custom real-time lighting toolchain, "Spotlight", ships internally — letting designers block scenes like a film crew, one lamp at a time.
Selected Work
Worlds we lit, frame by frame.
A cross-section of shipped titles, prototypes and commissioned pieces. Each one is a study in mood, restraint and a single dramatic source of light.

Nightcall Precinct
A branching interrogation thriller played entirely across one long, rain-soaked night shift.

Ashfall Boulevard
Walk a dying theatre district and decide which stories are worth saving before the lights go out.

The Long Take
A single unbroken camera move — rewind time, not the shot, to solve a locked-room mystery.

Static Harbour
An experimental dockside vignette exploring fog volumes and radio static as core mechanics.
Editions
Choose your cut.
Every Piralomek title ships in three editions. Prices in AUD, one-time purchase, no subscriptions and no in-game currency — ever.
| Editions | Standard | Director’sMost popular | Collector’s |
|---|---|---|---|
| Price (AUD) | $39 | $59 | $89 |
| Full campaign | |||
| Digital art book | |||
| Original tape soundtrack | |||
| Director commentary track | |||
| Behind-the-lens cut scenes | |||
| Numbered physical reel | |||
| Studio credit in game |
Upgrades between editions are cost-of-difference at any time. Regional pricing applies outside Australia.
Questions
Before you press start.
The things players and press ask us most often about the studio and our games.
Every title ships day one on PC (Steam and itch.io) and typically arrives on PlayStation and Xbox within three to six months. Our lighting toolchain is heaviest on console certification, so we hold ports until they run at a locked frame rate rather than rush them.
They are single-player, story-first experiences. We design for one player, a good pair of headphones and a dark room. A couple of our titles include an optional local "director mode" where a friend controls the lighting and music as you play.
Yes. Each game opens with a detailed content advisory, and we ship colour-blind-safe palettes, remappable controls, adjustable text size, and a high-contrast mode that flattens our heavier shadows for readability.
We run a handful of studio tours and mentorship placements each year for Queensland students and emerging developers. Email us at [email protected] with a short note about your work and we will point you to the next intake.
A follow-up is in pre-production and currently in the lighting-block phase. We share progress with our newsletter subscribers first, usually a scene or a piece of the soundtrack every few weeks.
Contact
Pitch us, or just say hello.
Press, publishers, composers and curious players are all welcome. We read everything that lands in our inbox and reply within two business days.