About Uppercut Games

We started Uppercut Games in 2011 after years spent making large-scale games in Australia.

Before Uppercut, we worked on titles including Fallout: Tactics, Freedom Force, Tribes: Vengeance, BioShock, BioShock 2, and XCOM. Those projects taught us how to build strong worlds, solve hard creative problems, and carry a game through to release.

Uppercut gave us a way to take that experience into a smaller independent studio. We could move faster, try new ideas, and make games that felt distinct from the start.

This is the thinking that has shaped the studio ever since. Across mobile, PC, and console, we’ve kept looking for new worlds to build and new ways to invite players in.

We make games with atmosphere, strong worlds, and space for players to find their own path.

Our first release was EPOCH, a mobile action game set in a ruined sci-fi world built in Unreal. It gave us a chance to bring console-style action to touch devices, then expand that world further with EPOCH 2.

Submerged asked for a different kind of attention from players. We left combat behind and built around exploration instead, giving players a flooded city to move through by boat, climb across, and understand at their own pace.

For City of Brass, we leaned back into action through a first-person adventure full of speed, traps, and danger. The result was a cursed city that changed as players moved through it, shaped by systems as much as spectacle.

Returning to the world of Submerged let us build with more scale and confidence. In Submerged: Hidden Depths, we expanded the sense of mystery, movement, and place while keeping the quiet spirit that defined the first game.

Today, we continue to make original games from Canberra, Australia. Our work is shaped by the experience we brought into the studio, the lessons we’ve learned since, and our belief that independent games can still feel ambitious, crafted, and personal.