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The Wraith Games team at the Collapsus IndieMegabooth during PAX East 2020

ABOUT US

THE EXPOSITORY CUTSCENE OF WEBPAGES

Welcome to the official homepage for Wraith Games, the award-winning indie game development collective behind the block-crunching puzzle game, Collapsus! This is the place for official Wraith news and updates straight from the dev team.

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Founded in 2005, Wraith started out as a few friends and an idea: "Hey, let's make a game." Through the years, Wraith has grown into a close team of skilled game developers with a common passion for excellence, love of gaming, and razor-sharp focus on accessibility. We set out to make games that inspire players to challenge themselves, think outside of the box, and most importantly... have fun!

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Members of our team have diverse backgrounds in the industry, having worked long-term with Rio Grande Games, Paizo Publishing, Gear5 Media, Gut Bustin' Games, and Bicycle Playing Cards, as well as producing games, apps, and art for hundreds of brands all around the world as freelancers.

OUR PHILOSOPHY

THE PILLARS OF WRAITH

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 LIFTING THE STANDARD

We are anti-crunch and pro-worker, first and foremost. The games industry can always do better by the people that keep it moving.

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GAMES FOR EVERYONE

We believe that everyone should be able to have fun! We strive to make diverse, accessible games for all players.

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GREEN IS GOLD

We want to do our part for the environment; Mother Earth only has one life! That's why Wraith Games operates as an entirely paperless company.

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CROSS PLATFORM

We want you to be able to play our games. We release our games on as many platforms as we can.

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INDEPENDENT. REALLY.

We've turned down more offers than we can count for not meshing with our belief that gaming is for everyone, regardless of background. We are not for sale.

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OPEN SOURCE

We work within, and release content for, open-source programs and platforms as much as we can.

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MEET THE TEAM

THE MINDS BEHIND THE EYES

Jay Kidd
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CREATIVE DIRECTOR & LEAD DESIGNER

JAY KIDD

THEY/THEM

Thorne Penn

BUSINESS DIRECTOR

THORNE PENN

HE/HIM

Steven Dorgan

VIDEO PRODUCTION & BRAND MANAGER

STEVEN DORGAN

HE/THEY

Chris Quay
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ART DIRECTOR & ANIMATOR

CHRIS QUAY

HE/THEY

Natalie Wahl

ARTIST

NATALIE WAHL

SHE/HER

Lucas Lacer
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LEAD PROGRAMMER

LUCAS LACER

HE/THEY

Griffin Voyls
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MERCHANDISE PARTNER & VOICE ACTOR

GRIFFIN PARKER

HE/HIM

Adam Brown

GAME DESIGNER & QA TESTING

ADAM BROWN

HE/HIM

Genn Dubois

MUSICIAN & SOUND DESIGNER

GLENN DUBOIS

HE/HIM

TIMELINE

DELINEATED, TIMELY

THE HOBBYIST YEARS

Wraith began creating many small, unpolished games (now dubbed the “50 Terrible Prototypes”), published for free online. Two of these games were the prototypes for Collapsus and Fly Guy, while the other 48 have been relegated to the mists of time.

ONWARD AND UPWARD

While working toward moving Physix to Unity3D, the Wraith team cut their teeth on the new engine by reviving both the Fly Guy and Collapsus projects. Fly Guy would see an online release, while Collapsus became the most ambitious project to date!

WRAITH GAMES IS BORN

Originally named “Mind's Eye Games”, Wraith was founded by fresh-faced high school student Jay Kidd who just wanted to make fun games with his friends. Inspired by Dungeons and Dragons, their name was soon changed to the far snappier “Wraith Games".

START YOUR ENGINES

Wraith began work on the prototype that became the gravity-defying puzzler, Physix, which was set to be published by GamePro Labs (the publishing arm of GamePro Magazine) before they were shuttered in 2011. This period also marked Wraith's first steps into event promotion!

PICKING UP SPEED

Members of the team make press appearances on NPR, give industry talks on accessibility, and officially become Nintendo, Sony, & Microsoft developers. Collapsus is approved on Steam Greenlight and begins racking up awards for innovative play and accessibility.

GETTING SERIOUS

Wraith switched gears and decided to take on development as a business, rather than just a hobby. Wraith underwent a major rebranding, became an LLC, began operating out of studio space at The Hamilton Mill, created RadArkanoid for the 2016 Kentucky Fried Pixels game jam/bundle, and made finishing Collapsus the top priority.

LIFTOFF

Wraith is nearing completion on Collapsus while earning even more awards, attracting public attention at IndieMEGABOOTH and the SAAM Arcade at the Smithsonian American Art Museum, and expanding into an even larger studio space. We don't know what the future holds, but we know Wraith Games is ready for anything!

Griffin and Steve at the Hamilton Games Festival

THE WRAITH THEORY

THE BEST WAY TO DO WHAT WE DO

Running opposite to many standard American business practices, Wraith has looked heavily into alternative management styles and has determined that treating team members with respect and giving them flexibility ensures the best games possible.

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WORKER OWNED

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Instead of the traditional employer/employee dynamic, Wraith Games operates through flat management. All company decisions are voted on democratically by workers who are not employed by the company, but are instead co-owners with equal stake in the business. On a project-by-project basis, teams form to handle specific goals based on mutual interest. Leadership inside these teams shift and evolve continually to meet changing demands.

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24 HOUR WORK WEEK

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Taking inspiration from the French standard of a 4 day work week and the Swedish standard of a 6 hour work day, team members can work on their own time wherever they please to discover the schedule best fitting them and their style. This keeps team members from feeling bogged down by the imperfect, unoptimized 9-5 office schedule. This also eliminates the possibilities of overtime and "crunch time", a practice that seriously harms developers.

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UNLIMITED PTO

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This structure conveys trust in team members, supports their lives and interests, and reduces the possibility of burnout. By creating one pool of unlimited days off, there's less stress attached to doctor/vet visits, the freedom to take mental health days and maternity/paternity/adoption leave, the ability to pursue hobbies, continuing education, or other ventures. In this type of structure, team members tend to be more active, engaged and productive than traditional limited paid leave models.

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