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11 Bit Studios


11 bit studios S.A. is a Polish video game developer and publisher based in Warsaw, founded in 2010 by former employees of CD Projekt and Metropolis Software.
The company specializes in creating and publishing narrative-driven games that explore moral dilemmas, survival challenges, and emotional storytelling, with a focus on delivering meaningful experiences that provoke reflection in players.
Notable self-developed titles include the tower offense game Anomaly: Warzone Earth (2011), the war-themed survival simulator This War of Mine (2014), which recouped its development costs within one weekend and topped Steam bestseller lists, and the society survival game Frostpunk (2018), which recovered costs in 66 hours.
11 bit studios has received awards such as the Apple Design Award and Independent Games Festival Audience Award, and its games have been praised for their unflinching narratives and innovative gameplay.
Since listing on the Warsaw Stock Exchange in 2015, the company has expanded into publishing third-party indie titles like Moonlighter (2018), Children of Morta (2019), and Death Howl (2025), with its publishing arm now accounting for a "substantial chunk" of revenue.

Founding and History

Early Years and Founding (2009-2013)

11 bit studios was established in December 2009 in , , by a team of veteran game developers who had previously contributed to projects at , known for series, and , creators of titles like Gorky 17. The founding group included individuals with extensive experience in the game industry dating back to the , aiming to produce innovative strategy games with a focus on tactical depth and narrative elements. Key early figures included Grzegorz Miechowski, who later served as CEO, and other co-founders like Patryk Grzeszczuk, emphasizing to maintain creative control. The studio's debut title, Anomaly: Warzone Earth, launched on April 8, 2011, for PC and later expanded to consoles and mobile platforms. This game innovated the genre by reversing roles, allowing players to command human convoys assaulting alien fortifications in urban settings inspired by real-world cities like and . It achieved modest commercial success, selling over 500,000 units by 2013 through digital distribution on platforms like , and received praise for its tactical unit customization and risk-assessment mechanics. The game was self-published by 11 bit studios, marking their entry into independent development and distribution. From 2011 to 2013, 11 bit studios expanded the series, releasing DLC packs for Warzone Earth and standalone entries including in June 2013, which shifted the setting to a Korean Peninsula conflict, and in May 2013, introducing multiplayer and advanced unit evolution systems. These titles refined the core "tower offense" formula, emphasizing path planning, , and dynamic battlefield decisions, while achieving cumulative sales exceeding one million units across the series by mid-2013. Concurrently, the studio ventured into mobile gaming with Funky Smugglers in 2012, a casual title involving customs smuggling mechanics, targeted at and to diversify revenue streams. This period solidified 11 bit's reputation for genre-blending strategy games but remained focused on niche digital markets without major mainstream breakthroughs.

Breakthrough Period (2014-2017)

In November 2014, 11 bit studios released , a depicting the struggles of civilians during a siege, marking a departure from the studio's earlier real-time strategy titles like the series. The game innovated by emphasizing moral dilemmas, resource scavenging, and psychological tolls of war rather than combat heroism, drawing inspiration from real conflicts such as the Siege of Sarajevo. Initial sales reached approximately 700,000 copies within the first 12 months across PC platforms, generating significant revenue that surpassed prior projects and established the title as the studio's primary income source through 2017. The game's critical reception propelled 11 bit studios into prominence, earning nominations such as Outstanding Achievement in Story at the 2015 and praise for its narrative depth from outlets like GamesIndustry.biz. Ports and expansions followed, including This War of Mine: The Little Ones in January 2016 for consoles, which adapted the core experience for broader audiences with child-focused stories. By this period's end, cumulative sales approached millions, with associated charity efforts raising over $500,000 for organizations like War Child through bundled donations and proceeds. This success enabled studio expansion, including initial forays into publishing third-party titles around 2017, shifting from niche indie development to a more sustainable model. Financially, drove revenue growth, with the studio reporting it as the dominant earner from 2014 to 2017 in subsequent annual disclosures, funding investments in larger-scale projects like the announced . The period solidified 11 bit studios' reputation for "experience-driven" games, prioritizing emotional impact over traditional mechanics, though it also highlighted challenges in scaling production amid rising expectations for narrative quality.

Expansion and Frostpunk Success (2018-2023)

, developed by 11 bit studios, was released on April 24, 2018, as a society-survival city-builder emphasizing and moral dilemmas in a frozen, steampunk-inspired . The title's critical and commercial reception drove immediate financial gains, with the studio reporting an operating profit surge of 899.35% to PLN 30.18 million and net profit rising nearly 91-fold to PLN 24.92 million for 2018, directly attributable to the game's performance. Building on this momentum, 11 bit studios expanded its publishing division, known as 11 bit publish, to handle third-party titles aligned with its narrative-driven philosophy. Key releases included Moonlighter in May 2018, a roguelike dungeon crawler by Digital Sun, followed by Children of Morta in September 2019, a pixel-art action RPG by Dead Mage, diversifying revenue streams beyond self-developed projects. This shift supported studio growth, as evidenced by sustained revenue increases, including PLN 34.26 million in the first three quarters of 2022 alone, a 65.67% rise from the prior year, fueled by back-catalog sales and new publications. Frostpunk's long-tail sales further solidified the studio's position, reaching three million units within three years of launch and exceeding five million across platforms by mid-2024, with DLC expansions like The Rifts and On the Edge extending player engagement through 2021. Annual revenue peaked at PLN 74.2 million in 2022, reflecting investments in proprietary sequels and publishing, though 2023 saw a moderation to PLN 52.27 million amid development costs for upcoming titles. This period marked a transition from niche indie developer to a balanced developer-publisher, leveraging Frostpunk's IP for sustained profitability and portfolio expansion.

Recent Developments and Challenges (2024-2025)

In 2024, 11 bit studios released on September 20 for PC, following a delay from an initial target to allow additional polishing based on player feedback from betas. The title achieved 592,000 units sold by December 2024, generating PLN 69.73 million in revenue, yet fell approximately 60% short of internal sales projections, contributing to a sharp 38-52% decline in the company's share price over subsequent days. The year also saw the cancellation of Project 8 in December 2024, an internal development effort on which approximately USD 12 million had been expended, due to evolving market conditions, persistent technical hurdles, escalating budgets, delays, and downward revisions in anticipated sales viability. This decision prompted criticism from the Polish Association of Individual Investors in January 2025, who alleged inadequate disclosure to shareholders and potential misleading communications regarding the project's status. Financially, 2024 marked record revenue of PLN 140.54 million, a 168.9% year-over-year increase driven primarily by and back-catalog sales, though the company recorded an operating loss of PLN 2.84 million amid high development investments and the cited challenges. Net profit stood at PLN 6.90 million, reflecting strategic write-offs, but executives described the period as one of "significant challenges and tough business decisions." Extending into 2025, The Alters launched in early January after a delay from late , contributing to first-half revenue of PLN 57.24 million (up 86% year-over-year) and net profit of PLN 8.48 million, though the first quarter alone showed an operating loss of PLN 2.37 million amid ongoing investments. Share prices continued to decline, dropping over 70% from September peaks to around PLN 187.70 by mid-year, fueling speculative concerns in investor forums about financial stability despite official profitability. Console versions of Frostpunk 2 arrived on September 18, 2025, day-one on . On December 8, 2025, 11 bit studios hosted its first Digital Showcase, revealing a free major content update for The Alters, the 'Fractured Utopias' DLC for Frostpunk 2, and the PC launch of Death Howl (with console release on February 19, 2026).

Product Portfolio

Self-Developed Games

11 bit studios began its game development with the Anomaly series, innovative titles that inverted traditional tower defense mechanics by placing players in control of attacking forces against alien defenses. Anomaly: Warzone Earth, released on April 8, 2011, for PC and later mobile platforms, introduced a real-time strategy gameplay loop involving tactical unit deployment and resource management in a sci-fi setting depicting an extraterrestrial invasion of Earth. The game was followed by expansions and sequels, including Anomaly 2 on May 7, 2013, which expanded multiplayer elements and unit customization, and Anomaly Defenders on June 24, 2014, shifting perspective to defensive play while retaining offensive roots. These early projects, developed with modest teams, established the studio's emphasis on strategic depth and procedural variety, selling over 1 million units combined by 2015. Transitioning to narrative-driven experiences, , released on November 14, 2014, for PC and consoles, marked a pivotal shift toward survival simulation focused on civilian hardships during wartime siege. Players manage a group of non-combatants scavenging resources, crafting items, and making moral choices amid scarcity and ethical dilemmas, drawing from real-world conflicts like the for authenticity. The title's procedurally generated nights and day-night cycle enforced resource trade-offs, with expansions like The Little Ones (2015) adding child survival mechanics. By 2023, it had sold over 7 million copies, influencing discussions on war's human cost without glorifying combat.
TitleRelease DateGenreKey Features
Anomaly: Warzone EarthApril 8, 2011, tower offenseUnit squads, tactical pauses, alien tech tree
Anomaly 2May 7, 2013, tower offenseMultiplayer skirmishes, evolution paths
This War of MineNovember 14, 2014 simulationMoral decision trees, scavenging, risks
FrostpunkApril 24, 2018City-builder Resource laws, heat management, societal laws
Frostpunk 2September 20, 2024City-builder , strategyFaction , 3D environments, branching
The AltersJune 13, 2025Sci-fi , base-buildingAlternate self clones, quantum choices, cloning
Frostpunk, launched April 24, 2018, pioneered society survival city-building in a frozen post-apocalyptic world, where players as "Captain" balance heat generation, worker morale, and autocratic laws to avert extinction. Development spanned four years with over 50 staff, incorporating historical events like the Victorian era's coal crises for realism, and featured a research tree tied to ethical trade-offs yielding multiple endings. Its sequel, , released September 20, 2024, expanded to a larger with faction-based and climate-varied biomes, emphasizing ideological conflicts over individual survival; it achieved over 350,000 units sold in its first week despite launch bugs later patched. Most recently, The Alters, released June 13, 2025, for PC and consoles, blends base-building with psychological narrative in a sci-fi premise where protagonist Jan Dolski creates alternate-life via quantum matter manipulation to escape a hostile . Development highlighted procedural storytelling and cloning mechanics affecting crew dynamics, with day-one availability on subscription services boosting initial access. These titles reflect 11 bit studios' consistent pursuit of experiential depth, prioritizing player agency in harsh environments over conventional action tropes.

Published Games

11 bit studios operates a publishing division that supports independent developers in creating premium PC and console games centered on distinctive concepts, such as insightful narratives or innovative mechanics, while emphasizing responsible design practices including and ethical considerations. The division provides customized financial deals, assistance, and campaigns tailored to each project, allowing 11 bit to expand beyond its self-developed titles without diluting its focus on narrative-driven experiences. This arm has enabled the company to release a diverse portfolio of third-party games since 2017, often featuring pixel-art adventures, roguelikes, and story-rich simulations that align with 11 bit's reputation for emotionally resonant content. Key published titles include Beat Cop (2017), a pixel-art narrative adventure developed by Pixel Crow set in , where players investigate a framed cop's story amid procedural street patrols. Released on March 15, 2017, for PC, it later expanded to consoles in 2019. Moonlighter (2018), developed by Digital Sun, blends roguelite dungeon crawling with shop management as a young adventurer sells loot from parallel dimensions; it launched on May 29, 2018, for PC and achieved sales success that prompted a . Children of Morta (2019), from Dead Mage, is a roguelite action-RPG following a family's defense against a corrupting force, released September 3, 2019, with roguelite progression and hand-drawn . South of the Circle (2020), developed by State of Play London, offers a narrative-driven exploration game about survival and intrigue, released October 29, 2020, for PC and consoles. More recent releases encompass (2023), a first-person sci-fi adventure by Starward Industries adapting Stanisław Lem's novel, where players investigate a hostile as astrobiologist Yasna; it debuted on November 6, 2023, for PC and consoles. INDIKA (2024), developed by Odd Meter, is a third-person adventure blending Soviet-era with surreal pilgrimage and moral dilemmas, released May 8, 2024. The Thaumaturge (2024), from Fool's Theory, features turn-based combat and investigation in 1905 , emphasizing mythology and choice-driven storytelling; it launched March 4, 2024. Creatures of Ava (2024), developed by Inverve Games, is an adventure game focused on non-violent creature taming in a post-apocalyptic world, released September 24, 2024. Upcoming projects include Moonlighter 2: The Endless Vault (2025), continuing Digital Sun's series with enhanced dungeon and management systems, scheduled for summer 2025.
GameDeveloperRelease DateGenre/Notes
Beat CopPixel CrowMarch 15, 2017Pixel-art
Digital SunMay 29, 2018Roguelite shopkeeper
Dead MageSeptember 3, 2019Family roguelite action-
State of Play LondonOctober 29, 2020Narrative survival exploration
Starward IndustriesNovember 6, 2023Sci-fi first-person narrative
INDIKAOdd MeterMay 8, 2024Surreal third-person
The ThaumaturgeFool's TheoryMarch 4, 2024Turn-based with mythos elements
Creatures of AvaInverve GamesSeptember 24, 2024Non-violent creature-taming
2Digital SunSummer 2025Sequel roguelite
This portfolio reflects 11 bit's strategy of selective partnerships, prioritizing games with strong authorial vision over mass-market appeal, though commercial performance varies, with titles like contributing significantly to revenue diversification.

Canceled Projects

In December 2024, 11 bit studios discontinued development on an unannounced title internally codenamed Project 8, marking the company's first major project cancellation. The project, which had been in development for approximately six years, was designed as a console-focused game intended to represent a significant departure from the studio's prior PC-centric, narrative-driven titles, drawing inspiration from games like the Hellblade series. CEO Przemysław Marszał stated that the decision stemmed from a of factors, including shifting market trends that reduced viability for "story-rich" games and a loss of confidence in achieving satisfactory quality within a reasonable timeframe. The cancellation incurred substantial financial costs, with reports indicating nearly $12 million had been invested in the project prior to its termination. This led to an undisclosed number of layoffs, estimated at around 18 employees directly tied to the project, as the studio reallocated resources amid broader concerns over commercial performance following the release of . Marszał emphasized that while market dynamics played a role, internal assessments revealed misalignment with the studio's core strengths in PC and genres, rendering continuation unfeasible without excessive risk. The decision sparked investor backlash, with major shareholders demanding greater transparency over the project's abrupt end and the handling of sunk costs, including complaints filed with financial regulators. By August 2025, tensions escalated as investors pursued legal avenues, citing insufficient disclosure in financial reporting and potential governance issues, though the studio maintained the cancellation was a prudent response to empirical sales data indicating limited demand for similar console narratives. No further details on Project 8's gameplay or assets have been publicly released, and 11 bit studios has shifted focus to ongoing titles like The Alters and future Frostpunk installments.

Business Operations

Development Philosophy and Strategy

11 bit studios' development philosophy emphasizes crafting "meaningful " through narrative-driven that provoke thought, pose ambiguous moral questions, and explore human limits in harsh conditions, aiming for stories that linger beyond . This approach prioritizes , ethical dilemmas, and non-judgmental player agency over escapist power fantasies or genre conventions, drawing from real-world inspirations like and to foster on and . In practice, the studio integrates deep systems with branching choices, as in (released November 2014), which simulates civilian endurance amid conflict, and (April 2018), which examines leadership trade-offs in a frozen . Developers maintain a clear vision from inception, evolving from early genre experiments like the series to mature, idea-centric titles that balance accessibility with intellectual challenge. Strategically, 11 bit studios concentrates on premium self-developed projects with extended cycles for polish, targeting across PC, consoles, and to maximize reach while minimizing physical overhead. The company pursues scalable ambitions, adapting meaningful themes to larger budgets akin to productions, funded by prior successes, while its division—launched March 2014—provides financial, technical, and promotional aid to select teams sharing its artistic ethos. This hybrid model sustains innovation, with internal hits cross-subsidizing external releases like (2018) and (2019).

Publishing and Financial Model

11 Bit Studios operates a model, its internally developed titles while maintaining a dedicated publishing division for select third-party games. encompasses flagship series like and , distributed digitally via platforms such as , , and console marketplaces including and Xbox Live, allowing full retention of and revenue control. The publishing arm targets premium PC and console titles with strong narrative and artistic elements, entering tailor-made agreements that provide developers with financing, production assistance (including quality assurance, localization, and focus testing), marketing campaigns, and global release management, in exchange for revenue shares post-recoupment. Notable third-party deals include (2023) and The Thaumaturge (2023), both involving support for development and promotion, as well as recent agreements like Death Howl by The Outer Zone and The Outer Zone. This publishing strategy integrates with a financial model centered on long-cycle investments in high-budget, story-driven games, funded through operational cash flows, equity from its listing (since December 2015), and selective publishing advances. Revenue streams primarily comprise net sales from self-published titles (including base games, , and expansions), supplemented by publishing royalties and recoupable advances from third-party deals, with minimizing physical logistics costs. In , total revenue reached PLN 140.54 million, reflecting an 168.9% year-over-year increase driven by releases like The Alters, while the publishing segment has historically accounted for 23-26% of overall revenue, such as PLN 27.62 million in a recent year. The model prioritizes quality and evergreen sales over rapid iteration, resulting in high development expenditures (e.g., extensive testing for titles like The Alters) and variable profitability, with net losses in investment-heavy quarters offset by strong cash reserves exceeding PLN 70 million at year-end . This approach supports strategic expansion but exposes the company to risks from delayed releases and market shifts in premium gaming demand.

Key Financial Milestones

11 bit studios listed on the in January 2011, marking its entry into public markets shortly after incorporation in 2009. The November 2014 release of represented an early commercial breakthrough, with the title surpassing 7 million units sold by May 2022 and contributing sustained revenue through legacy sales, including over 7 million PLN in 2024 alone. The April 2018 launch of drove subsequent revenue growth, with consolidated revenues reaching 71.22 million PLN in 2019 and 87.10 million PLN in 2020, reflecting strong sales of the base game and expansions. In 2024, the company achieved its highest annual revenue to date at 140.55 million PLN, a 169% increase from 52.27 million PLN in 2023, primarily fueled by 's sales of 592,000 units generating 69.73 million PLN by year-end. Despite operational challenges, including a negative EBIT of 2.84 million PLN in 2024 due to high development costs, net profit stood at 6.90 million PLN, supported by catalog titles like the original contributing 28.7 million PLN.
YearRevenue (PLN million)Net Profit (PLN million)Key Notes
201971.22Not specifiedPost-Frostpunk growth
202087.10Not specifiedContinued expansion sales
202352.27Not specifiedPre-Frostpunk 2 dip
2024140.556.90Record high, driven by Frostpunk 2

Reception and Impact

Critical Acclaim and Achievements

This War of Mine (2014), 11 bit studios' breakthrough title focusing on civilian survival during wartime sieges, received generally favorable reviews, attaining a Metacritic score of 83 out of 100 across 63 critic reviews. Critics highlighted its emotional depth and innovative perspective on war's human cost, distinguishing it from combat-centric titles. The game won the Excellence in Narrative award at the 2015 SXSW Gaming Awards. In October 2024, it earned a Special Recognition Award from Amnesty International at the Central & Eastern European Game Awards for its portrayal of war's civilian toll. Frostpunk (2018), a society-survival city-builder set in a frozen apocalypse, garnered a Metacritic score of 84 out of 100 based on 67 reviews, praised for blending resource management with ethical decision-making. It received a nomination for Best Narrative at the 2019 BAFTA Games Awards. The sequel, Frostpunk 2 (2024), expanded on these mechanics with faction-based politics and larger-scale management, achieving a Metacritic score of 85 out of 100 from 87 reviews. It won Best Sim/Strategy Game at The Game Awards 2024. The series has been nominated for D.I.C.E. Awards in the Strategy/Simulation category. 11 bit studios' works have been lauded by outlets including , , and for their narrative innovation and unflinching exploration of moral trade-offs in survival scenarios.

Commercial Performance and Criticisms

11 bit studios' flagship title , released on September 20, 2024, achieved 592,000 units sold worldwide by December 31, 2024, excluding Game Pass acquisitions, generating PLN 69.73 million in revenue. This performance drove the company's overall sales income to PLN 140.54 million for 2024, a 168.9% year-over-year increase from PLN 52.27 million in 2023, marking the highest annual revenue in its history. Earlier titles like (2014) and (2018) contributed to long-term commercial stability, with the studio's portfolio sustaining profitability through and limited discounting strategies. In the first half of 2025, revenue rose 86% year-over-year, bolstered by The Alters (released June 2025), which became the period's top-grossing title, alongside ongoing sales from contributing PLN 13.17 million. The company's publishing arm also supported diversified income, though self-developed narrative-driven games remained the core revenue driver, with gross margins typically exceeding 90% due to dominance. Commercial performance faced scrutiny from investors, particularly after Frostpunk 2's launch, when initial sales of over 350,000 units—while covering production costs—prompted a 52% stock price drop over five days, attributed to figures falling short of inflated market expectations benchmarked against Frostpunk's first-year sales trajectory. Analysts and shareholders criticized the studio's high-risk focus on "story-rich" premium titles amid industry shifts toward live-service models, arguing it exposed the firm to volatile launch windows and over-reliance on sequel hype, exacerbating share volatility with a 70% decline over the prior year by mid-2025. Further investor discontent arose from project write-offs impacting short-term profitability, though the company defended its model as aligned with sustainable, high-margin development over mass-market volume.

Controversies

AI Usage and Disclosure Issues

In June 2025, players of The Alters, a sci-fi narrative management game developed and published by 11 Bit Studios, discovered evidence of undisclosed generative AI usage in the game's files, including AI-generated placeholder text in localization files containing unedited prompts such as "Write a dramatic and emotional dialogue" and AI-translated intro movies. These findings violated Steam's policy, implemented in January 2024, requiring developers to disclose any use of generative AI in , training, or execution of games, with categories for pre-generated assets, live-generated content, or AI-assisted tools. On June 30, 2025, 11 Bit Studios issued a statement acknowledging the use of generative tools "in a very limited manner" specifically for temporary work-in-progress assets during development and for localization translations of intro movies into languages including , , and , claiming these were intended as prototypes and should have been replaced with human-created content before release. The studio apologized for the oversight in removing AI artifacts, promised patches to update affected content with human-reviewed versions, and committed to adding an AI disclosure to the page, stating that no generative AI was used for core , , or final assets. The incident drew criticism from players and industry observers for eroding trust in game authenticity, particularly given 11 Bit Studios' reputation for narrative-driven titles emphasizing human creativity, such as and , and for failing to comply with platform mandates amid broader debates on AI's role in displacing artists and writers. Some commentators attributed the non-disclosure to cost-saving measures in localization for a smaller studio, while others viewed it as indicative of lax internal , exacerbating refunds and negative Steam reviews focused on perceived "AI slop" in a premium-priced title. No regulatory penalties were reported from , but the controversy contributed to scrutiny of the studio's practices during a period of financial strain, including project cancellations.

Project Cancellations and Investor Relations

In December 2024, 11 bit studios discontinued development of Project 8, an unannounced console-focused, narrative-driven game that had been in production since 2018. The decision stemmed from shifting market trends diminishing the commercial viability of story-rich titles, compounded by persistent development challenges, delays, budget overruns, unresolved technical and design issues, and downwardly revised sales projections that cast doubt on the project's ability to achieve profitability. As of September 30, 2024, the project had incurred costs of PLN 48.4 million (approximately $11.8–12 million), with monthly expenditures continuing at PLN 0.8–0.9 million prior to cancellation; the full amount was recognized as an impairment loss, representing a non-cash . The cancellation affected a team of 37 developers, resulting in an undisclosed number of layoffs, though affected received packages, psychological counseling, and assistance with job placement. Over half of the team was reassigned to ongoing projects such as expansions for and The Alters. Company president Przemysław Marszał stated that internal assessments revealed fundamental obstacles preventing the game from meeting return-on-investment thresholds, emphasizing a strategic pivot to align with a redefined roadmap prioritizing higher-potential titles. This marked the studio's first major console-centric initiative, highlighting broader industry pressures on niche narrative games amid rising development costs and market saturation. The announcement triggered a sharp decline in 11 bit studios' share price on the , plummeting to a seven-year low following an initial warning of the potential PLN 48.4 million , with a single-day drop of approximately 34% in mid-December 2024. strained as major shareholders criticized the company for insufficient transparency regarding the project's protracted issues and quiet discontinuation, particularly after years of without prior disclosure of escalating risks. By 2025, discontent persisted, with investors filing formal complaints and threatening legal , demanding detailed explanations for the expenditure and from ; some called for regulatory scrutiny from authorities over practices. These tensions underscored challenges in communicating risks to public markets, exacerbating volatility already evident from earlier events like the post-launch performance of .

Charitable Initiatives

11 bit studios has primarily channeled its charitable efforts through downloadable content (DLC) and sales proceeds from This War of Mine, focusing on organizations aiding war-affected civilians. Since 2014, the studio partnered with War Child UK to produce charity DLC for the game, directing 100% of proceeds to the charity's programs for children in conflict zones; by 2018, this initiative had raised over $500,000. War Child reports the partnership generated over £400,000 in total funds by supporting multiple DLC releases over the years. In response to Russia's February 2022 invasion of , 11 bit studios donated all profits from one week of sales to the Ukrainian Red Cross. The studio extended similar support in July 2024 by allocating $50,000 from Indika revenue to the Okhmatdyt Children's Hospital in after a damaged the facility. For the game's 10th anniversary on November 14, 2024, 11 bit studios released the "Forget Celebrations" DLC, featuring a new story set in war-torn Pogoren; all studio proceeds were pledged to War Child UK, , Liberty Ukraine Foundation, and Indie Games Poland Foundation. The studio has also participated in broader industry efforts, such as bundles for via Safe In Our World and ocean conservation through partnerships with Whales.org.

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