Independent studio & publisher

Freedom Forge

We build and publish handcrafted software and games for phones, tablets, handhelds, PC, and the kitchen wall. Small studio, long roads, and things that respect the people who use them.

No ads No accounts No subscriptions Pay once, own it
Our projects

What we're forging.

Everything we ship is designed, built, and published in-house. Here is what is on the anvil today.

Aether Shard: a level 22 Berserker faces an Elder Wolfen Stalker and a corrupted wolf in turn-based battle
Launching soon · Android first

Aether Shard

One hero. A shattered world. Rebuild it all.

A solo-hero, turn-based pixel RPG in the spirit of the handheld greats. Explore by Aether Sight, fight what the dark left behind, and rebuild the world town by town, because you carried the beams yourself.

  • 12 base classes fork into 24 promotions, each with a signature mechanic and its own art. Master classes add an always-on Legendary Passive.
  • Abilities improve through use. Favor a skill and a Glimmer crystallizes it into something stronger.
  • Five acts, two endings, New Game+, first-person mine delves, and a hidden forge-city that crafts twelve legendary weapons.
  • Free to start with three classes. One purchase unlocks the rest. No ads, no consumables, no subscriptions.
AndroidiOSSteam / PCSteam Deck & handheldsFull controller support
Valehaven fully restored, autumn trees and a rebuilt hall The abilities menu: equipped skill, passive, and the kit still to learn Church of the Dawn promotion: choosing Knight or Berserker
Aether Shard Survival: the player's young city with a copper forge, roadside rest, and town hall
In development · Playable prototype

Aether Shard Survival

Hunt. Build. Raid. Your gear is your level. Your city is your character sheet.

A real-time action-survival city builder set in the Aether Shard universe. No XP and no character levels: what you carry and what you build is your power. Hunt to eat, raise a city from nothing, recruit the people who run it, and hold the gate when the rivals you raided come back.

  • Stamina recovers only by resting. Hunger is real. Dead things leave lootable remains where they fall.
  • Nineteen buildings, each a ladder of modules and taught recipes. Appoint a mayor: the mayor is the city's class.
  • Gear grows through five material eras from copper to aetherite, gated by what your mine can reach.
  • Raid rival cities by siege or by stealth, and build walls when they answer in kind.
AndroidiOSSteam / PCPortMaster handheldsFull controller support
Villagers and the player near the copper forge The forge building The dock and fishing waters
Nat20 Brawl: Bram the fighter, level 8, takes on the young red dragon among its cultists on a cave floor of gold coins
In development · Early beta

Nat20 Brawl

A beat 'em up on the 5e SRD. Every punch is an attack roll. Every spell is a hitbox.

A side-scrolling brawler in the Streets of Rage and Shadow over Mystara tradition, with a real tabletop character sheet underneath. Pick a hero and their weapon, start at level 1 with nothing but a three-hit string, and build the rest of your character one level at a time. The dice are honest: a roll that falls short still grazes for half damage, a natural twenty is a critical hit that launches, and the dice log shows every roll if you want to see it.

  • Twelve SRD classes, each a three-level ladder of features and spells, opened by six weapons: sword, dagger, staff, mace, rapier and greataxe. Every level is a pick from three on a path tree of your build, and twelve hidden hybrids unlock when you hold the right pair of classes.
  • Eight stages, each with its own boss, and 31 kinds of monster from goblins to a young red dragon. Archers show an aim line before they shoot, shield-walls have to be flanked, mimics grab you and throw you, and acolytes heal their friends.
  • Campfires are checkpoints: rest, spend hit dice, then buy healing, armour or a weapon upgrade from the merchant. Fall, and you retry from the fire.
  • Story, Arcade, Boss Rush, and a Daily run on a seed that is the same for everyone that day.
  • Controller first, with keyboard and touch. On a phone or tablet, play with on-screen buttons or with gestures: tap to attack, swipe up to jump, swipe left or right to dodge.
  • Free with the sword and staff, which open eight of the twelve classes. One purchase unlocks the other four weapons. No ads, no consumables, no subscriptions.
AndroidiOSSteam / PCPortMaster handheldsFull controller supportTouch: buttons or gestures
Tomas the cleric lands a critical hit on the two-headed Ettin while armoured orcs close in Ilyra the wizard faces the Wraith and its wolves in the Mist Wood The level-up path tree: the sword's four classes as branches, three offers lit, and locked hybrid nodes wired to the classes they need
Hexlite: the Knight faces a Skirmisher, a Brute and a Warden in a dungeon room, each enemy's next move shown on its card
In development · Early beta

Hexlite

Six slots. Every pick is something you drop. Delve or leave.

A turn-based roguelite in low-poly 3D. One hero, a hex overworld, and fights that are over in four to eight turns because every enemy telegraphs its next move. The build is the game: six ability slots and no more, so the reward screen is always a question of what you give up.

  • Four heroes with their own engines: Knight, Ranger, Mage and Barbarian. Pools overlap, so passives cross over and no two runs read the same.
  • Rare abilities change the rules instead of the numbers. Steal an enemy's telegraphed move. Make its attack land on its ally. Trade HP percentages with a boss.
  • After a fight you can leave with your reward, or delve one room deeper for a better one with no heal in between.
  • Every node you finish claims its tile. Forests heal, Hills soften the first hit, Fields sharpen yours, Highlands add max HP.
AndroidiOSSteam / PCPortMaster handheldsFull controller support
The act map: hex tiles with roads between fight, rest, shop and elite nodes, the boss castle at the far end Hero select: the Ranger on a pedestal with the starting kit listed The reward screen: War Hammer, Bulwark and Hemorrhage offered after a fight

Prototype art: ability icons are stand-ins while the final set is drawn.

Homestead Hollow: the farm from above on a summer morning, the farmer collecting eggs on a timer while pins over the coop, garden, stand and goat pen show what else needs doing
In development · Early beta

Homestead Hollow

A farm that keeps real time. Do the rounds, and come back tomorrow.

A real-time homestead sim. An eccentric uncle leaves you his house, five acres of woods on Lake Paradise and a little money, and the farm runs on your clock: one real day is one day on the farm, and a week is a season. The hens lay, the garden grows and the honor-box stand sells while you are away. A few minutes morning and evening decide how the day went.

  • Chores take real minutes and you have one pair of hands. A hired farm hand means more gets done at once, never faster, and keeps the place running while the app is closed.
  • You set the price of everything at the farm stand: eggs, lettuce, honey, firewood. Charge too much for too long and the regulars find somewhere else to be.
  • Clear the woods by hand, with a lumberjack, or with a rented mulcher. Your uncle left things in the brush, and only one of those ways finds all of them.
  • Four seasons you can see, and weather that matters: rain waters the garden, heat and cold slow the hens, and a dry spell brings a burn ban.
AndroidiOSSteam / PCPortrait or landscape
The farm stand sheet: prices for eggs, lettuce and carrots with shelf counts and the day's sales Fall in the woods: orange trees over eight plots, a second coop on a cleared one, a brush pile burning and the lumberjack at work The farm under snow on a winter afternoon, with dark firs behind the house

Prototype art: the farmhouse and the bee hives are stand-ins.

Lemonade Hustle: a yellow lemonade food truck on the Marina quay in the afternoon, a long line of tourists, speech bubbles saying they loved it, and the day's cups and cash counting up
In development · Early beta

Lemonade Hustle

One stand. One day at a time.

A lemonade-stand tycoon. Each morning you read the forecast, buy lemons, sugar, ice and cups, set the recipe and the price, and open. Then the day plays out in under a minute and all you can do is watch. Bank the profit, and spend it on a better stand, a better spot and a bit of advertising.

  • The weather is the bet. A hot day wants more ice and pays more a cup; rain keeps people home, and tonight the ice you did not sell is water. The forecast is only likely.
  • The results show their work. Everyone who walked away is counted by reason (too expensive, too warm, the line, sold out), with one thing to try tomorrow.
  • Eight locations, from the Suburbs to the Marina. Each has its own crowd, its own rent, and a secret you only learn by selling there.
  • Every upgrade changes the stand you are looking at: a cardboard box becomes a folding table, a market stall, a camper trailer, a food truck. Then come staff, a mascot, and a bank loan if you dare.
AndroidiOSSteam / PCPortrait or landscape
An early day in the Park: joggers and kids queue at a folding-table stand with a Lemonade Hustle sandwich board, one speech bubble saying they loved it and another that the price is too high The Recipe panel: sliders for lemons, sugar and ice, each with a taste gauge reading just right for the forecast The results screen for day 9: profit of twenty-five dollars, a seven-day profit chart, and sales, supplies and rent listed beside yesterday's numbers

Prototype sound and art: the music, the lemons and the cups are stand-ins.

Chess Brawlers: the duel camera close on a werewolf in a red shirt punching a leaf-hooded woodland pawn, with a clown and a row of dinosaur-costumed pawns watching from the graveyard board behind
In development · Early beta

Chess Brawlers

Chess, where every capture is a fight.

Standard chess played by two fantasy armies, starting with adventurers against the undead on a dungeon board. The rules are exactly chess. The difference is what happens when a piece is taken: the camera drops in, the attacker closes the distance, and the capture plays out as a short duel.

  • Every piece fights its own way. The knight dashes in with daggers, the queen throws a spell, the rook swings a two-handed axe. One tap skips a duel, and they can be set to fast or off.
  • A campaign ladder of five opponents, from the Squire, who gives pieces away, to the Lich King. Beat one to unlock the next.
  • Free play against any of them, as either side, with a clock, undo and hints. Or two players on one device, with the board turning to whoever is to move.
  • Choose who you play as and who you face: adventurers, the undead, orcs, woodland folk, a vampire's night crew, robots or a winter workshop, on a board to match.
  • Prefer plain pieces? Swap the armies for a classic chess set, or float the chess symbol over every piece.
AndroidiOSTouch: tap or dragPortrait or landscape
A graveyard board at night: a vampire, a witch, a werewolf and a clown facing an army of skeletons, with green dots on the squares the selected werewolf can move to A board in a forest clearing: a druid, a ranger and plant creatures facing green orcs led by a black knight A board on red ground between space-base modules: robots, a mech and a space ranger facing an army of orcs A red and white board in the snow: elves, a toy soldier and frost golems facing a vampire's army, with a decorated tree beside the board The Chess Brawlers title screen: the name in gold over the dungeon board, with Campaign ladder, Free play, Two players, Settings and Credits buttons

On Android the opponent is Stockfish, an open-source chess engine (GPL-3.0) run as a separate program.

Nightwork: a top-down office floor at night with rows of lit desks, yellow vision cones drawn on the floor where two cleaners are looking, and the objective: borrow a badge, two of the cleaners carry one
In development · Early beta

Nightwork

Break into the client's building unseen, then write it up.

A top-down stealth game about one person and a letter of authorisation. You work for Tallow Street Assurance, a firm that clients pay to break into their own buildings. Each contract asks one question, like what a cleaner's badge opens or whether a stranger can reach the office. You go in at night, answer it, and walk out.

  • Everything a guard can do is drawn on the floor: their cones, the light and the circle of noise each step makes. Three meters, LIGHT, SOUND and EXPOSURE, show where you stand.
  • 15 contracts across 6 sites make one year at the firm: a freight depot, an office floor, a data centre, a container port, a glass laboratory and a tower up to the CFO's office.
  • No casualties allowed. Sleep darts, a quiet takedown, a thrown lure, a sticky camera, an EMP and night-vision goggles arrive over the year. Pick locks, dial safes and read door codes off sticky notes; time stops while you work.
  • Every job ends in an audit report written from what you actually did, stamped GHOST, PANTHER or ASSAULT.
AndroidiOSTouch: two thumbsGame controllerOffline, no ads
A data centre in green night-vision, server racks in rows, a guard's cone in the dark and a DARK 3:58 timer at the top Glass-walled labs at night, a worker's cone reaching through a glass wall, and the objective: take a clean-room pass from the gowning room A parking level of cars under pools of light, a guard's cone by the lobby door, and an inset picture from a sticky camera on the wall A typed audit report for contract 0417 Sticky note with a green GHOST stamp, four findings and zero alerts, casualties and sleepers
Hearth: the chores view, one column per child with stars earned and a rewards summary
Software · Running on a wall · Open source

Hearth

A family calendar for the kitchen wall, on hardware you own.

Power on, wall calendar. No login screen, no desktop underneath, no account, no subscription, and nothing leaves the house except the calls to your own iCloud. Hearth is our answer to the subscription wall displays: a Raspberry Pi and a touchscreen that sync an Apple household's calendar, reminders, and photos.

  • Month, week, and day views with per-person colour coding. Meals planned from a calendar you already use.
  • Chores that tick off from the panel and earn stars the kids spend from a rewards list you edit on any phone.
  • A photo screensaver from a shared album, live weather blended from three forecast models, and radar.
  • The same panel runs as a satellite on an Android tablet or an iPad, so the hall and the kitchen agree.
Raspberry PiAndroid tabletiPadApache-2.0 + Commons Clause
Month calendar view Chores and stars
ProcView: the CPU pane, one graph per core with the performance and efficiency split
Software · macOS · In development

ProcView

The Activity Monitor your Mac should have shipped with.

One window that answers "why is my Mac slow right now": every core graphed on its own with the performance and efficiency split, memory pressure and what is using it, disk and network throughput, GPU load, die temperatures, fans, power draw, battery, and a process table with quit and force quit. A menu bar readout keeps the numbers in view. Native Swift, no Electron, and no network access at all.

  • Measured, never invented. Readings come straight from the kernel, IOKit, and the SMC; a sensor that is unavailable is shown as unavailable rather than guessed.
  • Temperatures in °C or °F, sampling at ½, 1, or 2 seconds, and two minutes of history on every graph.
  • Menu bar mini view with a popover dashboard. Run it menu-bar-only if you prefer.
Apple siliconmacOS 14+Native SwiftUnder 1 MB
Sensors pane with named temperature sensors, battery, and power Menu bar popover dashboard
FreedomDisk: a ring chart of a 4 GB app bundle, each ring one folder level deeper, with a size-sorted list beside it
Software · macOS · On the Mac App Store

FreedomDisk

See what is filling your disk, one ring at a time.

A map of where the space went. The centre is the folder you are in, each ring outward is one level deeper, and the wider the arc, the more room it takes. Hover to read a name and size, click a folder to zoom into it, click the centre to step back out. The chart fills in live while the scan runs. Native Swift, no Electron, and no network access at all.

  • Measured, never estimated. Sizes are the bytes actually allocated on disk; hard links and APFS clones are counted once, and FreedomDisk tells you how much used space it was not allowed to see.
  • Quick. On an M5 MacBook Air a 494 GB startup disk with 2.6 million files takes about two minutes; a 4 GB app bundle takes under a second.
  • Scan a whole disk, your home folder, or any folder you pick. A size-sorted list sits beside the chart and breadcrumbs keep track of where you are.
Apple siliconmacOS 14+Native SwiftAbout 1 MB
Zoomed three folders deep, with breadcrumbs across the top A 32 GB system folder, with a note about folders macOS would not let it read
How we ship

Software the way it used to be sold.

Everything Freedom Forge ships follows the same rules. They are not marketing lines. They are constraints we build under.

Pay once, own it

One price for the game, or free to start with a single unlock. Expansions are the only thing we'll ever sell after that: real content, bought once. No consumables, no subscriptions, no energy timers, no currency for sale, no monthly fee for your own calendar.

Fully offline

Our games run without a connection, and Hearth talks only to your own iCloud. On a plane, in a basement, on a handheld with no Wi-Fi: it just works.

No accounts, no tracking

No sign-up, no analytics SDKs, no data collected or shared. Your save lives on your device and belongs to you.

Built to be finished

Real endings and finished tools, not endless loops. Our games can be completed. Our software does its job without asking you to come back and engage.

About

A small studio with a long memory.

Freedom Forge is an independent studio and the publisher of record for every project on this page. We grew out of two decades in software and IT consulting for small businesses, and we carry that same posture into everything we ship: understand the problem first, respect the person on the other side of the screen, and ship something that works.

We make the things we wanted and could not buy. Turn-based RPGs with real class choices. Survival builders where the city is the character. A beat 'em up that rolls real dice. And when the subscription wall calendars annoyed us enough, a family display that runs on a Raspberry Pi and answers to nobody. All designed to run on the phone in your pocket, the handheld in your bag, and the wall in your kitchen.

We build in the open, test on real hardware, and test with the people the work is for, from twins on a shared tablet to a family reading the kitchen wall.

Stack
Godot 4 for the games. Rust, Swift, and Kotlin for Hearth. Whatever the next project needs.
Platforms
Android and iOS first. Steam and PC. Linux builds for PortMaster and Steam Deck-class handhelds. Raspberry Pi for the wall.
Publishing
Freedom Forge is the developer and publisher listed on every store page for our apps and games.
Roots
20+ years in information technology, cloud, and integration work for small businesses.
Contact

Talk to the forge.

Press, players, store partners, and playtesters all land in the same inbox. We read everything.

General & press

Questions about the studio, interviews, keys, or the trailer and screenshots for a story.

Email the studio

Player support

Bug reports, save trouble, purchase and refund questions for any Freedom Forge game or app.

Support page

Playtesting

Want early Android or handheld builds of Survival, Nat20 Brawl, Hexlite, Homestead Hollow, Lemonade Hustle, Chess Brawlers or Nightwork? Tell us your device and what you play.

Join the beta list