Our Partners

SpatialOS is designed to unlock developers’ creativity, from the smallest indie team to industry titans. You can certainly see that in the diversity of our partners and their games. From flying ships and floating islands and eternal conflicts in endless space, to a 100,000 player, single-server MMO, our partners have used SpatialOS to realise their dreams and build the future of gaming.

Here's what our partners have to say about SpatialOS:

Henrique Olifiers

Bossa Studios

Worlds Adrift: Transformative Gameplay

“The original idea behind Worlds Adrift hinged on a living universe where thousands of players and millions of creatures weaved persistent stories together, staged in a single shared world of very large scale. Technically this presented us with so many challenges that we deemed it unfeasible until we learned of SpatialOS. Improbable’s platform transformed our understanding of what’s possible in online multiplayer, essentially making our game design dreams possible. That’s how Worlds Adrift happened.”

Mundi Vondi


Seed: Next Gen Games

“We are super excited to work with Improbable to build the next generation of multiplayer games, their technology is enabling small teams like ourselves to build super ambitious games, that would have been close to impossible without their tech!”

Jeromy Walsh

Soulbound Studios

Chronicles of Elyria: Scale at Speed

“People have been asking us how we plan to get a hundred thousand players spread across the largest geographic area in a videogame to date. This is it! With the help of SpatialOS, we can do it faster than most people think possible, and with a smaller team.”

Andrew Smith

Spilt Milk Studios

Lazarus: Empowering Small Teams

“SpatialOS has meant that a tiny team of indies like us at Spilt Milk Studios can produce a game of the ambition and scale to match the biggest MMOs out there, while keeping our methods and process pretty much untouched.”

Cédric Tatangelo

Ninpo Game Studio

Vanishing Stars: AI at Scale

“We’d been working on Vanishing Stars for about four months, when we showed it off at Paris Games Week. At this stage, it was pretty simple – just a single player against a single AI on a single planet. Even thought it was really well-received, we didn’t really know where to go after the demo. Our vision was to let players conquer the galaxy, all of space – but how do you do that with two-and-a-half developers? SpatialOS was like a star in the dark.”

Build worlds where everything matters

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