Independent · est. 2021 · Meadowlark in development
Foxglove
GAME STUDIO · KYOTO & LISBON

A four-person studio making small games with strange hearts.

We are four people who left larger studios to make the games we couldn't make there — short, intentional, a little odd. No live service, no roadmap stretching to 2030. Just one game at a time, finished when it's actually finished.

We ship on
Steam
PlayStation
Xbox
Switch
The studio, in one number
3
games shipped since 2021

One narrative puzzle-adventure, one cozy life-sim in development, and a third we're not ready to talk about. We'd rather ship three games we mean than thirty we don't.

4
people on the team
0
crunch weekends, ever
Where the studio has been written about
Polygon GDC SPOTLIGHT Rock Paper Shotgun Eurogamer edge magazine Aftermath Kotaku Indie Game Plus DAY OF THE DEVS
Studio sizzle

A minute and eight seconds of everything we've shipped.

Cut by our own hands — no agency, no licensed track. Footage from Cairn, a first look at Meadowlark, and a few frames of the thing we won't name yet.

Editorial gaming close-up of an ultrawide curved monitor displaying a fantasy-shooter game scene at dusk with screen reflection in a dark room
Studio Sizzle · 1:08
Our games

Three games. Five years.

We don't have a back catalogue, and we're not in a hurry to build one. Each Foxglove game gets the full attention of all four of us, start to finish.

2021 · Narrative puzzle-adventure Shipped

Cairn

A quiet climb up a mountain that remembers everyone who came before you — solve the cairns left by the dead, and decide what to leave for whoever comes next.

Our first game, made in eleven months in a borrowed Kyoto apartment. It found a small, devoted audience and gave the studio a reason to exist.

PLATFORMS  Steam · Switch · PlayStation
·
RUNTIME  ~4 hrs
How it was received
2026 · Cozy farming + life-sim In development

Meadowlark

Inherit a half-flooded valley and the birds that never left it. A farming and life-sim about slow repair — of the land, of a small town, and of a few people who'd given up on both.

Three years in the making and our most ambitious game by a wide margin — which, for Foxglove, still means it fits on one screen and ends when it ends.

PLATFORMS  Steam · Switch · PlayStation · Xbox
·
TARGET  Late 2026
Wishlist & follow
PROJECT — CODENAME WITHHELD
20XX · Genre undisclosed Unannounced

Untitled — in development

Our third game has been quietly in pre-production since the spring. It is smaller than Meadowlark, stranger than Cairn, and the most personal thing the studio has tried.

We'll talk about it when there's something honest to show — likely at a festival showcase, the way we like to. No teaser, no countdown, no pre-orders. Just an announcement when it's real.

STATUS  Pre-production
·
REVEAL  When it's ready
Be there when we say more
How we work

Small scope. No crunch. Ship when ready.

01
We keep the scope small on purpose

A Foxglove game is something four people can hold in their heads at once. We cut features in the first month, not the last — if an idea needs a fifth person to ship, it's the wrong idea for us. Constraint isn't a limitation here; it's the entire creative method.

02
Nobody crunches, and we mean it

Three of us left studios that ran on overtime, and we will not rebuild that here. We work a real week, we stop on Friday, and when a date is at risk the date moves — never the people. Cairn slipped twice. We still think it shipped at exactly the right time.

03
It's done when it's actually done

We don't announce a release date until we're certain we can hit it without hurting anyone. That means our reveals are quieter and later than most — and it means that when Foxglove says a game is coming, it is genuinely coming. We'd rather under-promise to your face than over-promise to a press release.

Stills

Frames from across the studio.

Cairn (2021) · Meadowlark (2026)
captured in-engine · no bullshots
CAIRN · the third ascent
MEADOWLARK · the south field
MEADOWLARK · the old mill
CAIRN · the marker puzzle
MEADOWLARK · dusk on the porch
CAIRN · the summit, at last
What we believe

Five things we won't argue about.

Studios drift. These are the convictions we wrote down on day one and check every game against — so that whatever we make next still feels like a Foxglove game.

Small teams, small games

Four people is not a phase we're trying to grow out of — it's the shape of the studio. A team you can fit around one table makes decisions the work can actually feel.

Sound-first design

Audio is not the last 5% — it's in the first prototype. We've cut whole mechanics because they didn't sound like anything. If a moment can't be heard, it isn't finished.

Accessibility by default

Remappable controls, scalable text, no required reflexes, and a colour-blind pass on every build. Not a settings menu added late — a design constraint held from the start.

No crunch, no exceptions

A real working week, every week. Rested people make better games than exhausted ones — we've watched both happen, and we know which studio we want to be.

Finish, then start

One game in production at a time. We don't split focus across a portfolio — the next idea waits in a notebook until the current one is genuinely out the door.

Make the strange thing

When two pitches tie, we pick the one that's harder to explain. The market is full of safe games; the reason this studio exists is to make the ones only we would.

The community is open · come hang out

Follow the studio, not just the launches.

We post devlogs most weeks, run a small Discord, and send one honest studio letter a month — no marketing voice, no FOMO countdowns. Just four people, building in the open.

Discord
0
members in the Foxglove server
Newsletter
0
readers of the monthly studio letter
Devlog cadence
A new post most Thursdays since 2021 — 198 and counting.
0
Press & recognition

What's been said about the studio.

We don't chase coverage, but a few people have been kind — and a few festivals have given Cairn and Meadowlark a stage.

A studio to watch — Foxglove makes the kind of small, sharp games the industry keeps saying it has no room for.
GDC Spotlight
Independent Games Showcase, 2025
Cairn is four hours long and I have thought about it for a year. Foxglove understands that small is a choice, not a budget.
Eurogamer
Recommended · Cairn review
One of the most quietly confident young studios working today — they ship rarely, and they ship right.
Rock Paper Shotgun
Studios to know, 2026
The Meadowlark demo was the gentlest forty minutes of the show floor — and the one I couldn't stop describing afterward.
Polygon
Best of the showcase, 2026
A four-person team with the taste of a studio ten times the size. Their devlogs are required reading for anyone going indie.
Aftermath
Interview · the Foxglove method
Foxglove proves the no-crunch studio isn't a fantasy — it's a model, and Cairn is the proof of concept.
Edge Magazine
The new small studios, issue 402
Selected & shown at
IndieCade
OFFICIAL SELECTION
Cairn · 2021
Tribeca Games
OFFICIAL SELECTION
Meadowlark · 2026
Day of the Devs
SHOWCASE TITLE
Meadowlark · 2026
Wholesome Direct
FEATURED REVEAL
Meadowlark · 2025
The studio

Four people, one borrowed apartment, a long way back.

Foxglove started in 2020 as a group chat between four people who'd never worked at the same place — a designer in Kyoto, two artists who'd met on a forum a decade earlier, and an audio engineer who also, fortunately, wrote tools. We were all employed. We were all a little restless.

We gave ourselves one year and one rule: make a small game, finish it, and only keep going if it didn't make us miserable. That game was Cairn. It shipped in 2021, it found its people, and it didn't make us miserable. Five years and three games later, we're still four — still small on purpose, still answering to no one but the work.

Sora Keller
DESIGN & DIRECTION

Designs the games and holds the studio's nerve. Ex-narrative designer; believes a mechanic should be a sentence before it's a system.

Lúa Marchetti
ART · ENVIRONMENTS

Paints the worlds — light, weather, the feeling of a place. Cairn's mountain and Meadowlark's valley are both hers.

Idris Bakker
ART · CHARACTERS & UI

Draws everyone you meet and every menu you touch. Obsessed with the unglamorous craft of a readable interface.

Wren Okonkwo
AUDIO & TOOLS

Composes the score, designs the sound, and quietly builds the engine tools that keep four people moving fast.

No fifth hire

We bring on a contractor for QA and localisation near the end of a project — but the core of Foxglove is, and is meant to stay, exactly these four.

Press & working with us

Everything a journalist or publisher might need.

We try to be the easiest small studio in the world to write about and to talk to. Grab what you need below — and if it's not here, the inbox is real and a person reads it.

Direct line
Replies within two working days · Kyoto / Lisbon hours
Publishers & collaborators

We read every pitch.

We're selectively open to publishing, funding and porting partnerships — for projects that respect a small team and a no-crunch schedule. One page is plenty. Send it to [email protected].

Careers

Rarely hiring — but say hello.

Foxglove is four people and intends to stay that way, so there's almost never an opening. We do keep a contractor list for QA and localisation — introduce yourself at [email protected].

Asked often

Questions for the studio.

Are you hiring? +

Almost never, and that's by design. Foxglove is built to be exactly four people — it's the size that lets us make decisions the games can actually feel, and we have no plans to grow out of it. The one exception is short-term contract work: we bring in help for QA and localisation near the end of a project. If that's you, send an introduction to [email protected] and we'll keep you on the list for the next game.

Do you take publishing pitches? +

Yes — selectively. We're open to publishing, funding and porting partnerships, but only with people who genuinely understand a four-person studio and a no-crunch schedule, and who won't ask us to scale either one. We've turned down more than we've signed, and we're at peace with that. A one-page pitch is all we need to start a conversation; send it to [email protected] and a real person will reply, even if the answer is no.

Where can press get assets? +

Everything you need is in the "Press & working with us" section above. The press kit bundles fact sheets, descriptions, in-engine screenshots and trailers for both Cairn and Meadowlark in the standard presskit() layout. There's also a one-page studio fact sheet and a logo pack with clear-space rules. If you need review or demo keys, or something specific that isn't in the kit, email [email protected] — we reply within two working days and we're happy to help.

What engine do you build in? +

Godot, for everything we've shipped and everything in production. It suits a small team — no per-seat cost, fast to iterate, and open enough that Wren can build the custom tools the rest of us live in. Cairn was our first project in it and we've never looked back. We're not religious about engines, though; if a future game genuinely needed something else, we'd reach for the right tool. So far Godot has been it.

Will you port your older games to new platforms? +

Where it's realistic, yes. Cairn is already on Steam, Switch and PlayStation, and we'd like it on Xbox too — that port is on the list, slotted in around Meadowlark so it never pulls focus from the game in production. We won't promise a date, because a four-person studio can only do one big thing at a time and the new game always comes first. But we don't think of a shipped game as finished forever; if a port is worth doing and we can do it without crunch, we will.

Meadowlark in development · the studio letter ships monthly

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Not just the launches.

One honest letter a month — what we're making, what broke, what we cut. Or come straight into the Discord and watch Meadowlark come together in real time.

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