Kraków, Poland · Founded 2014
We build shooters
that hold up under pressure
Forty-four people making squad-based competitive shooters. We care about hitreg, tick budgets and the thousandth hour of play more than we care about launch week.
The studio
Small enough to argue, big enough to ship
Molten Anvil Interactive started in 2014 as a group of contractors in Kraków who got tired of building other people's games. Two shipped titles later we are still independent, still self-funded, and still spending most of our week on the unglamorous parts — netcode, hit registration, live operations and the patch after the patch.
How we work
Iterate in the build
Design documents lose to playable builds. Every feature goes into a playtest within a sprint, and most of them die there. The ones that survive get rebuilt at least once.
Hitreg is the product
Competitive shooters live or die on whether a shot feels honest. We instrument rollback, tick rate and server reconciliation continuously and treat a regression there as a stop-ship bug.
Ship, then keep shipping
Launch is the first week of a long job. Live operations sit with the team that built the systems, not in a separate room, so fixes land in days rather than quarters.
Flagship title
Ironclad Siege
2022 · PC (Steam) · Unreal Engine 5Five-versus-five attack and defend, fought over objectives inside buildings that come apart as you fight through them. Destructible cover means no angle stays safe for a whole round, and every wall you break is a wall the other squad can use next.