About

A small studio on a cold coast.

Founded in 2020. Twenty-three people. Two games shipped, and no particular ambition to be larger than this.

How we got here

Driftwood Signal started in 2020 as five people working remotely on a survival game nobody had asked for. When it became clear the project was real, most of us moved east and put an office in Halifax, because the rent made sense and the weather suited what we were making.

We self-published Saltline in 2021. It did modestly well and taught us how to finish. Undercroft Tactics followed in 2024 and is what most of the studio works on now.

We have turned down growth more than once. Past roughly twenty-five people, we would need a layer of management we do not want and could not honestly pay for through a quiet year. Staying small is a choice we re-make every time we open a role.


Founded
2020
Headquarters
Halifax, Nova Scotia, Canada
Headcount
23
Titles shipped
2 — Saltline (2021), Undercroft Tactics (2024)
Engines
Unreal Engine 5, Unreal Engine 4
Platforms
PC (Steam)

Some of the people here

Six of twenty-three. The rest are working and would rather not have a page.

  • Elena Kowalski Studio Head

    Co-founded the studio in 2020 after a decade in live-service production. Handles funding, publishing and the decisions nobody else wants to sign.

  • Graham Tulloch Creative Director & co-founder

    Wrote the first design document for Saltline on a ferry. Owns the tone of both games and argues for cutting things.

  • Priya Raghunathan Lead Engineer

    Came from simulation work in marine software. Runs the engine team and most of what happens between the client and the server.

  • Marc Boudreau Systems Designer

    Owns loot, weight, insurance and the raid economy. Keeps a spreadsheet nobody else is allowed to touch.

  • Nadia Osei Community Director

    Handles the forums, the wipe announcements and the difficult threads. Has read every ban appeal since 2024.

  • Tomas Lindqvist Head of Production

    Joined in 2026 to give the schedule an owner. Spent eight years shipping mid-size PC titles on time and without a crunch period.