Skip to content
Valkyrie

Studio

Two rooms, one stubborn studio.

Founded in 2018. Independent. A timber floor in Great Falls, Montana.

How we started

Valkyrie Game Studios began as a conversation about games that treat the player as a witness, not a metric. The first prototype was ice, a lantern, and a ship that had already failed. That prototype became Rimewake. The rest of the slate followed from the same question: what does a world keep of you after you leave?

We are not a services house, and we are not a platform. We make our own work, at our own pace, and we stop when the story is over.

A winged helmet maquette on a workbench

Finish the sentence

We would rather ship a complete evening than a live-service loop. When the story is over, the game ends.

Taste is a job

A small studio cannot afford a passenger. We hire people who can sit with a problem until it becomes a feeling.

Weather is a material

Great Falls is not a backdrop. Ice, wind, and the river are why the games look the way they do.

Credit honestly

Names on the lockup. No culture deck as a substitute for the work. If you made it, we say so.

Great Falls, Montana

The studio

Design, narrative, and the people who like weather. Eight desks looking at the river. This is where Hel's Ledger is being filed and where Rimewake still gets mended.

Great Falls, Montana

The production floor

Engineering, audio, and the combat of Ashen Choir. A concrete floor, too many monitors, and a kitchen that has hosted more arguments than meals.

The studio kitchen at night

Working here

Four seats are open. We hire slowly, credit honestly, and expect you to have already made something you would still sign.

See the roles