Power Changes the World
Electricity is more than scenery. Restoring power is intended to change how spaces function, how they are defended, and how safely they can be reclaimed.
Independent Game Development
TigerClaw Studios is building challenging, immersive game worlds where survival, atmosphere, and meaningful progression matter.
TigerClaw Studios
TigerClaw Studios is an independent video-game development studio. Our defining idea is simple: it's a development studio made by Gamers to make games for Gamers.
We focus on the things survival players notice when they spend dozens—or hundreds—of hours inside a world: challenge, immersion, atmosphere, systems that work together, and reasons to keep pushing forward after the early game is over.
Current Project
An open-world survival-horror game in development, built around a world where power, darkness, infected threats, and the struggle to rebuild are tied together.
Restore damaged infrastructure, bring sections of the power grid back online, use UV defenses against infected, gather equipment and resources, recruit survivors, and turn dangerous ground into something worth fighting to keep.
Reveal Trailer
Electricity is more than scenery. Restoring power is intended to change how spaces function, how they are defended, and how safely they can be reclaimed.
UV-based defenses and dangerous infected make lighting a survival decision rather than a cosmetic one.
The experience is being designed around continuing goals—reclamation, recruitment, resource management, infrastructure, and exploration—rather than ending once the player has built a comfortable base.
The project emphasizes grounded environments, environmental atmosphere, distinctive threats, and systems that reward the player for learning the world.
Virelands: The Long Night is currently in development. Release date and pricing have not been announced.
Our Approach
Survival game enthusiasts and players who like a challenging environment are the audience we are building for.
Believable environments, grounded equipment, strong audiovisual presentation, and systems that feel like part of the world.
Survival mechanics should interact with one another and create decisions—not exist simply because the genre expects another meter to manage.
One of the biggest dangers in a survival game is becoming repetitive or boring once the player has built up to a certain point. Our design direction is built with that problem in mind.
“We make games as people who play them.
Stay Connected
Official contact, community, storefront, and social links will be added here as they are announced.
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