Document A · About

About the studio.

Sockar Limited is an independent game studio in London. It was set up by people who got tired of agency layers and pitch theatre, and wanted somewhere that could just make the thing.

Founded
2024
Status
UK Limited
Headcount
07
Base
London, UK

We design games and game-adjacent tools for people who already know what they want, and need a small team to actually build it.

We are not interested in scaling to forty heads. We are interested in finishing three projects a year so well that nobody asks us how it's going.

The job is to make games that feel specifically good — not vaguely good — on the device in your hand, on the network you have, and on the day you remembered to play.

§ Trail

How we got here.

Compressed · ' 24 → ' 26
2024 · Q1

Studio founded.

Sockar Limited is incorporated in London. Three founders, one rented room above a bookshop in Shoreditch, and a single rule: ship something before you put a website up.

2024 · Q3

First commercial release.

A small mobile title launches in two markets. It is not a hit. It is, however, finished, profitable inside the year, and a useful proof that the studio can take a vague brief to a store-ready build without losing the thread.

2025

Tooling becomes a product.

The internal listing-validator we built for ourselves gets picked up by a partner studio. We start treating tooling as a first-class line of work, not a side effect of game development.

2026

Two projects, fully scoped.

Sockar is currently in production on two native mobile titles (S/01 and S/02). The studio is quoting Q4 2026 starts and intentionally booking conservatively.

§ Position

Things we won't do.

Build something we wouldn't play.

If nobody at the studio would open the game on the weekend, we won't take the brief. It's the only quality filter that has ever held up over a release schedule.

Pitch with a deck only.

We don't sell vision. We sell builds. The "pitch" is always a playable; if there isn't time to make one, the brief isn't ready yet.

Ship dark patterns.

No fake timers, no manufactured FOMO, no countdowns engineered to bait a reflex. Retention has to come from the game itself or it doesn't count.

Sub-contract the design.

The person who designs your loop is the same person who is still around when you need it tuned six weeks after launch. No agency layers.

§ Studio

Who's in the room.

A short list of people who do the work end-to-end. We bring in trusted freelancers for music, voice and specialist art — never the other way round.

Founder
K. Reyes
Studio lead · Design
Engineering
A. Okafor
Engineering · Mobile
Production
M. Vidal
Production · Live-ops

Want to talk?

Briefs, questions, half-formed loops — write whatever you've got. A human reads everything that comes in.