DrakeWyrm Studios logo: a coiled dragon around a glowing d20

Indie Video Game Studio · Hamilton, Ontario

The Drake is the light.
The Wyrm is the rot.

We build story-driven RPGs with deep lore and sweeping emotional arcs — heroic high-fantasy on one hand, ancient occult body horror on the other. One studio, two halves of the same myth.

The Drake

The Good. Visceral, accessible, high-fidelity light-fantasy — heroic journeys anchored in the lineage of Final Fantasy VII, Zelda, Skyrim and Tolkien.

The Wyrm

The Evil. An ancient cosmic lich stirring beneath dark occult systems and psychological body horror — mythic pacing built to subvert expectation.

The Slate

Franchise Roadmap

Key art for The Carrion Sacrament

Phase 1 — The Wyrm Slate

The Carrion Sacrament

2D Dark Fantasy · Psychological Horror Survival RPG

You wake as a marrow-miner inside The Ribcage, a settlement built in the bones of a dead god. Heal yourself and the Necrosis rises — the rustic town flickers into a blood-slick slaughterhouse. The High Priests are not praying. They are feeding the faithful to something that must never wake.

  • The Marrow Rot — healing corrupts perception
  • Stealth and crude tools give way to tactical dismemberment
  • The Eye of the Deep snaps open, and the hallucination becomes the world
Key art for Draconia: Igneous Divinity

Phase 3 — The Grand Unreal

Draconia: Igneous Divinity

3D AAA Wide-Linear Action RPG

The pixels shatter like glass. The camera unlocks. What began as a 2D nightmare erupts into a next-gen arena where you carry the burden of godhood. Transform into the Drake across open gothic ruins — then shed it to crawl, mortal and vulnerable, into the corridors where the Lich hides its phylacteries.

  • The Phantom Claw and the Wyrm-Bane Roar
  • Hub-and-spoke design: power fantasy above, horror below
  • The Avatar State — Solar Gaze, environmental annihilation

Technology

Multi-Phase Slate

Phase 1 & 2

The Proven 2D Slate

Unity / Godot · 16-bit pixel-art

Polished retro RPG classics on a seasonal cadence — the Drake Slate in spring and summer light-fantasy, the Wyrm Slate in October horror. Complete, optimized hits that build a self-sustaining pipeline.

Phase 3 & 4

The Grand Unreal

Unreal Engine · Next-gen 3D

With commercial footing and a living audience, the original catalog is rebuilt in high fidelity — destructible physics, scaled visual craft, and the transition into AAA production.

Charter

What We Will Do

No Predatory Monetization

No pay-to-win, no premium currency, no loot boxes. Ever. Mobile convenience options never touch balance.

Polished Early Access

Builds ship feature-complete and system-stable. Early Access is an optimization window, not a construction site.

Narrative First

Literary architecture meets theology and prophecy — worldbuilding written as an equal joint partnership.

Community Pipeline

A structured Fan Pitch Portal and live feedback loop, with clear terms on every submission.

Leadership

Dual-CEO Framework

Matthew Colling

Co-CEO, Working Director & Creative Director

Final authority over gameplay loops, world lore, and emotional pacing. Works in the engine trenches with the technical team, with final technical veto over all assets and code.

Stefana Bourque

Co-CEO & Studio Director

Final authority over operations, narrative structure, player psychology frameworks, community networks, and information security — plus every contract and expenditure.