Dev Blog: The Technology Behind Broxy Games
How a small independent studio ships across six platforms: our engine choices, our custom tooling, and why we automate everything twice.
By Broxy Games Engineering
One studio, two engines
People ask why we use both Unity and Unreal Engine. The honest answer: the game picks the engine, not the other way around.
- Pocket Legion and Lumen Drift run on Unity — its mobile pipeline, fast iteration loop and platform reach are unbeatable for our 3-minute-battle and hand-painted 2.5D games.
- Voidrunner: Eclipse runs on Unreal Engine 5 — Nanite and the kinematic animation tools let a small team hit a visual bar that would otherwise need a studio three times our size.
The glue: Broxy Forge
Between the engines sits Forge, our internal tooling layer:
- A shared build farm that produces every platform build from one commit.
- Automated device-lab testing on 30 real phones, nightly.
- A telemetry pipeline that turns playtest sessions into heatmaps designers can read before their morning coffee.
Why we automate everything twice
Our rule: if a process breaks a release once, it gets automated. If it breaks twice, the automation gets tests. Boring pipelines are what let three small teams ship simultaneously across six platforms without weekend crunch.
What's next
We are hiring engineers who love this kind of problem. If shared code that ships to millions of devices sounds like your idea of fun, check the careers page.
