Nova Interactive Play Echoes →
The studio

The people behind
the worlds

Nova Interactive began in 2011 in a single room above a print shop in Lisboa. Today we’re forty people across three studios — and we still make games with our hands and our hearts.

The Nova sound room, walls lined with guitars above a mixing desk
The sound room · Lisboa HQ
Our story

Fifteen years of
one stubborn idea

That a small team, given time and trust, can build something that feels bigger than its budget. We have never taken a publisher deal that asked us to hurry.

Six shipped titles later, we own every world we’ve made — and every mistake we made building them.

See what we’ve shipped
40Humans
03Studios
15Years
06Games
92Awards

How we work

Principles we keep close

Not values on a wall — these are the arguments we’ve already had, written down so we don’t have to have them again.

◷

No crunch, ever

We ship on time by scoping honestly. Creativity dies when people burn out, and so do studios.

◍

Own the whole craft

Art, audio, engine and narrative sit in the same room. Nobody hands off a feeling.

◎

Listen properly

Community feedback shapes our roadmaps. Every patch note names the player who found it.

✧

Sustainable worlds

Carbon-neutral hosting, refurbished hardware, and no shipping crates full of plastic.

◇

Accessible by default

Remapping, subtitles, colour and motion options exist in the first playable — not the last patch.

❋

Pay for the work

Transparent bands, profit share for everyone, and no unpaid internships. Obvious, apparently rare.


Where we call home

Three studios, one table

A yellow tram climbing a sunlit Lisboa street
Headquarters

Lisboa

Where Echoes of the Hollow was born. Sea air, tiled façades and a very busy audio studio.

The Montréal skyline at dusk
Engineering

Montréal

Co-op and multiplayer engineering — plus the best bagels in the business, we’re told hourly.

A lantern-lit Ōsaka street beneath Tsutenkaku tower
Art & animation

Ōsaka

Animation that bends what you thought a hand-drawn sprite could be asked to do.

Life at Nova

A good place to spend
a few years of your life

Four-day weeks in August, a real budget for tools you love, and a studio library nobody polices. We hire for curiosity over credentials.

Week
35 hours · flexible core
Remote
Fully supported, EU & CA
Profit share
Every employee, year one
Open roles
Sound design · Gameplay · QA
A young player mid-session in the neon-lit playtest room
Playtest Friday · the neon room

We don’t want to be the biggest studio in Europe. We want to be the one people are still talking about in twenty years.

Inês Mota · Co-founder & Creative Director