No crunch, ever
We ship on time by scoping honestly. Creativity dies when people burn out, and so do studios.
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.
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 shippedNot values on a wall — these are the arguments we’ve already had, written down so we don’t have to have them again.
We ship on time by scoping honestly. Creativity dies when people burn out, and so do studios.
Art, audio, engine and narrative sit in the same room. Nobody hands off a feeling.
Community feedback shapes our roadmaps. Every patch note names the player who found it.
Carbon-neutral hosting, refurbished hardware, and no shipping crates full of plastic.
Remapping, subtitles, colour and motion options exist in the first playable — not the last patch.
Transparent bands, profit share for everyone, and no unpaid internships. Obvious, apparently rare.
Where Echoes of the Hollow was born. Sea air, tiled façades and a very busy audio studio.
Co-op and multiplayer engineering — plus the best bagels in the business, we’re told hourly.
Animation that bends what you thought a hand-drawn sprite could be asked to do.
Four-day weeks in August, a real budget for tools you love, and a studio library nobody polices. We hire for curiosity over credentials.
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