

In previous titles we had revolved the story around the conceit of the gameplay, dealing purely with the mythology of these supernatural mechanical boxes the player was solving.
Fireproof 2008 house series#
Within 6 months following release we were stunned to see The Room win ‘iPad Game of the Year 2012’ from Apple, the BAFTA for British Game and the GDC award for Best Handheld/Mobile Game.Ĭritical and commercial success continued with The Room Two in late 2013 and The Room Three in 2015, the combined sales of The Room trilogy reaching 12 million units and counting with over 1.5 million 5★ player ratings.įor the 4 th game in The Room series we wanted to return to the tighter focus of the first game revolving around one detailed object unfolding and changing in surprising ways as the player solves it’s devious puzzles. The Room was released in September 2012 and swiftly climbed the charts, reaching #1 in over 60 countries. We wanted players to capitalise on the unique touch controls afforded by mobile devices to explore haunting locations, examine detailed objects and solve tactile puzzles in an effort to unravel a compelling mystery.


In early 2012 we had saved enough money to hire our first programmer, so after 4 years of working on other people’s games we could finally afford to make one of our own and in began development on our first game, the atmospheric 3D puzzler ‘The Room’.Īs an artist-heavy studio we were inspired by beautiful craftsmanship and the wonder of discovery which led to developing innovative camera controls for navigating 3D scenes & objects. Fireproof Studios was founded in 2008 as an outsource team which specialised in designing & building 3D environments for AAA console games such as Killzone Shadowfall, LittleBigPlanet and many, many more.
