Seven years. Twelve games. Millions of players. One obsession — making games that matter.
Venom Core exists to push interactive storytelling beyond what anyone thought possible. We build games that ask hard questions, create characters you genuinely care about, and construct worlds you can lose yourself in completely.
We believe games are the most powerful narrative medium ever invented — and we act accordingly. Every project we take on must justify its existence by doing something that hasn't been done better before.
We prioritise quality over quantity. A Venom Core game ships when it's ready, not when it's due.
Narrative drives every design decision. Mechanics serve the story, not the other way around.
We don't chase trends. We set them. Every project starts with a question: what would be daring here?
A tight-knit crew of veterans, visionaries, and relentless perfectionists.
Former creative director at three AAA studios. Founded Venom Core after Ember Throne became a cult classic in its first weekend.
Published novelist turned narrative designer. Writes dialogue that sounds like real humans — a skill rarer than it should be in games.
Concept artist turned art director. Her visual language defines the unmistakable Venom Core aesthetic — dark, precise, and alive.
Systems architect and engine wizard. The person who turns the impossible design requests into running code without complaining (much).
From a four-person apartment studio to an internationally recognised name — here's how we got here.
Marcus Kael and three former colleagues leave their publisher jobs and incorporate Venom Core with a single goal: make the game they always wanted to play.
The debut title launches to critical acclaim. A stunning 91 on Metacritic and five industry awards. The studio doubles in size within six months.
Three years in development, Abyss Protocol redefines what players expect from narrative RPGs. Wins GOTY at The Game Awards. 4M copies in year one.
Venom Core expands into enterprise training simulations, partnering with medical and defence organisations to apply game design to real-world education.
The most ambitious project yet. A psychologically complex sci-fi horror experience that redefines what games can make you feel. Coming soon.
We're always looking for exceptional talent. If you're relentlessly curious and obsessively good at what you do, let's talk.