MOLTEN ANVIL

About the studio

Founded 2014.
Kraków, Poland.

Molten Anvil Interactive was formed by eleven people who had spent four years doing outsourced animation and gameplay work for other studios and wanted, once, to put their own name on the box.

The first attempt at that nearly finished us. Anvilborn shipped in 2017 about eighteen months later than planned, at a scope we could not really afford, into a market that had already moved on from where we thought it was going. We spent most of 2018 back on contract work to pay for it, and the studio dropped to nine people. What saved Anvilborn was that the small group who did buy it kept playing, kept filing bugs, and kept telling us exactly what was wrong — so we kept patching, and it slowly found an audience it did not have on release day.

That experience is why the studio works the way it does now. We build in public with our players, we do not ship features we cannot support for years, and we treat live operations as engineering work rather than a marketing calendar. Ironclad Siege was five years of that discipline applied from the first prototype, and it is the reason we are forty-four people today instead of nine.

We remain independent and self-funded. We have no plans to change that.

At a glance

Studio facts

Founded
2014
Headquarters
Kraków, Poland
Headcount
44
Titles shipped
2 — Anvilborn (2017), Ironclad Siege (2022)
Engines
Unreal Engine 5, Unity
Platforms
PC (Steam)
Ownership
Independent, self-funded

People

Who runs what

Kasia Wrona

Managing Director & co-founder

Ran the outsourcing business the studio grew out of and has handled the money, the contracts and the hard scope conversations ever since.

Piotr Lemański

Technical Director & co-founder

Owns the engine and networking side. Wrote the first version of the replication layer that Ironclad Siege still runs on, and has rewritten it twice since.

Sofia Andrade

Live Ops Director

Runs everything that happens to Ironclad Siege after a build goes out: seasons, patch cadence, telemetry, moderation and player trust.

Marek Ostrowski

Lead Designer

Responsible for the objective, map and weapon systems. Joined in 2016 to fix Anvilborn's difficulty curve and never left.

Hanne Vester

Audio Director

Built the studio's positional audio pipeline. Spends an unreasonable amount of time on the difference between concrete and sheet metal being shot.

Tomasz Bielak

Head of QA

Joined in 2026 from a larger Warsaw studio. Rebuilt our automated regression suite around hit registration and match-flow soak tests.

Ola Dziedzic

Community Lead

The studio's voice in the forums and the person who gets bad news to players first. Sits with live ops, not with marketing, on purpose.