
Raid & encounter design
Multi-phase boss fights with readable telegraphs.
We design and script multi-phase encounters with tunable difficulty, mechanic telegraphing, and enrage timers — balanced through data captured in our on-site playtest bay.
Redchurch Street · ShoreditchGame development studio — Shoreditch, London
PhoenixRaidForge is an independent studio on Redchurch Street building encounter design, live-ops pipelines, and networked multiplayer for PC and console teams across the UK.

About the studio
We started PhoenixRaidForge in 2016 above a coffee roaster on Redchurch Street, four engineers and a whiteboard full of boss-fight state machines. Today we are a team of 26 designers, gameplay programmers, and technical artists working out of a converted warehouse with exposed timber beams and a living wall that runs the length of the studio.
Our open-plan floor is built around focus, not sprawl — quiet pods for netcode debugging, a capture bay for playtests, and daylight everywhere. We believe calm, planted spaces make for sharper decisions when a raid encounter has 40 moving parts and a launch date.
Every mechanic is prototyped as a playable grey-box before a single asset is authored.
Deterministic rollback and server-authoritative combat validated against real UK latency.
Telemetry, hotfix tooling, and season pipelines built alongside the core game loop.
How a project runs
A transparent cadence with fixed milestones, weekly builds, and no surprise scope.
We turn your pitch into a playable vertical slice — one encounter, one biome, real controls — so the fun is proven before full production.
Netcode topology, save systems, and content pipelines are designed and load-tested. You get a technical design doc you actually own.
Two-week sprints with a Friday build in your hands every time. Encounter design, art, and tools land together, not in silos.
Soak tests, platform cert (Steam, PlayStation, Xbox), and a full pass on frame pacing and matchmaking under load.
Season content, telemetry dashboards, and same-day hotfix tooling keep your community playing long after launch.
What we build
Hover any card for the detail — these are the services teams come to Shoreditch for.

Multi-phase boss fights with readable telegraphs.
We design and script multi-phase encounters with tunable difficulty, mechanic telegraphing, and enrage timers — balanced through data captured in our on-site playtest bay.

Rollback, lag comp, and anti-cheat foundations.
Deterministic rollback, lag compensation, and server-authoritative combat tuned for UK and EU regions, with anti-cheat hooks and a target 40ms round-trip.

Seasons, telemetry, and same-day hotfixes.
Custom content pipelines, telemetry dashboards, and hotfix tooling so your team can ship a balance patch in an afternoon instead of a fortnight.
Studio partners
A few words from the producers and leads we have worked with.
"PhoenixRaidForge rebuilt our raid netcode in eight weeks. Round-trip dropped from 90ms to 38ms and our wipe-to-desync bugs simply vanished."
"The vertical slice they delivered got us our publisher deal. It played like a finished game two months in — the encounter design work is genuinely elite."
"Their live-ops tooling means our designers push a seasonal event without waiting on engineering. That alone changed how our studio operates."
"Working in their planted, daylit studio for our co-dev sprint was a genuine morale boost. Calm space, sharp people, brilliant builds every Friday."
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Start a project
Send a brief and we'll reply within two working days with next steps — or book a studio visit on Redchurch Street.