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ACE Team

ACE Team Software SA is a Chilean independent video game development studio based in , founded around 1998 by brothers Andrés, Carlos, and Edmundo Bordeu. The studio specializes in creating innovative, stylistically unique games that blend genres such as , , and , often featuring hand-drawn art styles and unconventional mechanics, with titles released across platforms including PC, , , and . Since its inception, ACE Team has built a reputation for pushing creative boundaries in the gaming scene, starting with early projects in the late before gaining international acclaim with their debut major release, the surreal first-person brawler in 2009, which introduced a bizarre, tribal-inspired world and complex melee combat system. Subsequent notable titles include the physics-based and hybrid Rock of Ages (2011), published by , and its sequels Rock of Ages II: Bigger & Boulder (2017) and Rock of Ages 3: Make Your Own Rock (2019), which emphasize chaotic, boulder-rolling gameplay with historical and mythological themes. The studio's portfolio also encompasses the hand-drawn action-RPG (2014), the surreal survival adventure (2021), where players guide nomadic creatures evading a massive rolling cylinder in a procedurally generated alien landscape. In addition to core releases, ACE Team has collaborated on spin-offs like The Deadly Tower of Monsters (2015), a satirical action-platformer, and more recently Clash: Artifacts of Chaos (2023), a third-person action game set in the universe with tactical combat elements. As of 2025, the studio is developing The Mound, a new project continuing their tradition of experimental storytelling and gameplay. With a small team focused on artistic originality, ACE Team remains a key player in Latin American game development, contributing to the global indie ecosystem through critically praised works that prioritize narrative depth and visual flair over mainstream conventions.

Overview

Company profile

ACE Team is an independent studio based in , . Founded in , the studio operates as a privately held entity specializing in the creation of original titles. The company maintains a small team, with employee numbers ranging from 11 to 50 members, fostering a close-knit, family-oriented environment reflective of its origins with sibling founders. This compact size enables agile development processes typical of operations, emphasizing creative freedom over large-scale production. ACE Team focuses on developing innovative games that blend , adventure, and experimental mechanics to deliver genre-defying experiences across major platforms. As primary outreach tools, the studio relies on its official website at www.aceteam.cl and active social media profiles, including (@theACETeam) and , to engage with fans and announce projects.

Founders and key personnel

ACE Team was founded by three brothers—Andrés Bordeu, Carlos Bordeu, and Edmundo Bordeu—in , , during the late , with the studio's name derived from their initials. Andrés Bordeu serves as the art and design lead, overseeing visual aesthetics and that define the studio's distinctive style. Carlos Bordeu serves as co-lead designer and artist, drawing from his background in studies. Edmundo Bordeu serves as and writer, contributing to the studio's visual and narrative elements. The Bordeu brothers' early influences stemmed from the modding community, where they honed their skills by creating modifications for first-person shooter games like Doom and , including the Batman Doom mod released in 1999. Growing up in Chile's nascent gaming scene, they introduced foundational practices to the local industry, starting from scratch without established infrastructure and, after a period working at the now-defunct Wanako Games, reviving their independent studio. Their childhood exposure to 1980s fantasy art, such as works by , and natural elements like Chile's trees shaped their penchant for surreal, otherworldly designs. Key hires and collaborators have bolstered the brothers' vision, particularly in enhancing the studio's surreal visuals and unique soundtracks. Artists like Luis Santander contribute as game artists, supporting the intricate, fantastical environments, while animators such as Gabriel Garcia lead efforts in dynamic character movements. For audio, composer Patricio Meneses has been a longstanding collaborator, crafting soundtracks for multiple projects including , , and , blending orchestral and experimental elements to match the games' eccentric atmospheres. The studio's family-oriented structure, centered on the Bordeu siblings, fosters a tight-knit environment that influences creative decisions through candid, direct discussions unfiltered by corporate hierarchies. This sibling dynamic has enabled long-term stability, with family-backed loans funding early endeavors and a shared vision rooted in childhood inspirations promoting bold, unconventional ideas over commercial pressures.

History

Formation and early projects

ACE Team was founded around 1998 in , , by brothers Andrés, Carlos, and Edmundo Bordeu as a hobbyist group passionate about . While starting as a hobbyist group in the late , ACE Team was formally established as a company in 2002. The studio's name derives from the initials of the three founders, who grew up experimenting with graphics on a using tools like Mac Paint, inspired by early adventure titles such as . Andrés and Carlos had dropped out of engineering studies to pursue game development full-time. The team's early efforts centered on , particularly total conversion modifications for . Their debut project, Batman Doom, transformed the into a adventure where players control Batman against criminals, featuring hand-drawn and extensive use of DeHackEd for gameplay alterations. Development began in 1997 and culminated in a public release in 1999 after three years of work, marking ACE Team's first significant output in a scene dominated by North American modders. This mod highlighted their emerging style of blending surreal elements with established engines, crediting influences like for enabling small teams to create ambitious content. ACE Team's first original project, the browser-based adventure The Malstrums Mansion, originated from a concept sketched for a Mac Plus but remained unrealized until its release as a free game in April 2009. Drawing from classic point-and-click titles like , it presented a horror narrative set in a , serving as an early showcase of the brothers' narrative and artistic ambitions beyond modding. Operating in Chile's embryonic game development landscape during the late and early 2000s posed substantial hurdles, including a virtually non-existent local reliant on sporadic communities and imported hardware. Limited resources forced the team to work with basic setups, facing parental opposition and financial constraints while the broader scene lacked infrastructure, professional networks, or widespread broadband access until later in the decade.

Hiatus and revival

Following the early modding projects of the late 1990s, ACE Team entered a hiatus period from 2003 to 2007, during which founders Andrés Bordeu and Carlos Bordeu joined the Chilean studio Wanako Games as lead artists and designers. There, they contributed to professional titles such as Assault Heroes (2006), a top-down that earned accolades including IGN's XBLA Game of the Year, allowing them to build expertise in full-scale game production while pausing their own studio's ambitions. This interlude provided valuable industry experience but left the brothers dissatisfied with the focus on casual games, prompting a return to their independent roots. In 2007, ACE Team was reinstated as the Bordeu brothers—Andrés, , and Edmundo—decided to operate independently, resuming development on their long-gestating project originally titled Zenozoik. They switched the game's engine from the Jupiter system, used for the initial 2002–2003 prototype, to Valve's engine to better suit their first-person brawler mechanics and facilitate distribution. The team faced significant initial funding challenges, relying on personal savings and family loans to sustain operations without external backing. Early efforts included attempts at the project digitally, reflecting the indie landscape's limitations in at the time. A key milestone came with the completion of a revised Zeno Clash prototype in 2007, which demonstrated the game's unique surreal aesthetic and melee-focused gameplay, drawing interest from publishers and securing a digital distribution deal through platforms like Steam. This breakthrough validated their shift to professional independence and marked the end of the hiatus, setting the stage for ACE Team's emergence as a viable studio.

Modern era and partnerships

Following the successful revival with in 2009, ACE Team entered a period of sustained expansion, forging key publishing partnerships that facilitated wider distribution and console releases. The studio's 2011 title was published by , marking its entry into the North American market and enabling ports to and Xbox 360. This relationship evolved with the 2017 sequel, , published by , which expanded multiplayer features and achieved releases across PC, , and . In the 2020s, ACE Team partnered with for : Artifacts of Chaos in 2023, supporting multi-platform launches on PC, /5, /Series X|S, as well as the upcoming co-op horror game The Mound: Omen of , originally slated for 2025 but delayed to 2026. These collaborations helped the Chilean developer access global audiences amid growing international interest in Latin American game studios. As projects scaled in ambition, ACE Team transitioned to larger-scale productions, adopting to handle more complex environments and mechanics. This shift was evident in (2021), published by , where the engine enabled procedural alien worlds and herd-based survival gameplay across PC, , , and . The studio's team, based in , grew to support these efforts while maintaining a stable core of long-term employees, positioning ACE Team as Chile's oldest enduring independent developer with over two decades of operation. Amid the indie boom of the 2010s and , ACE Team embraced digital platforms like for direct-to-consumer releases, leveraging the service's visibility to build a dedicated fanbase without traditional retail dependencies. Console ports, often bundled through publisher deals, extended reach to and ecosystems, with titles like series and Clash: Artifacts of Chaos achieving cross-platform success that boosted sales beyond PC. In the , ACE Team navigated market saturation and discoverability hurdles, balancing experimental titles with commercial pressures from industry layoffs and funding constraints in . Limited government support—far below allocations for film or television—compounded these issues, yet the studio persisted by prioritizing creative risks over mass-market formulas, as seen in the niche appeal of Clash: Artifacts of Chaos.

Games developed

Zeno Clash series

The Zeno Clash series, developed by Chilean studio , is a first-person action franchise set in the surreal, punk-fantasy world of Zenozoik, populated by bizarre tribes and hybrid creatures. The games emphasize brutal combat in a first-person perspective, blending hand-to-hand fighting with environmental exploration and a driven by familial and tribal conflicts. Launched as ACE Team's debut title, the series showcases the developer's signature eccentric storytelling and visual style, drawing from surrealist and local cultural elements. Zeno Clash, released on April 21, 2009, for PC and later ported to , introduces players to , a young warrior banished from his tribe after stealing the first daughter of the hermaphroditic Father-Mother. The centers on visceral, physics-driven brawls, featuring , grabs, knockback punches, and improvised weapons like clubs and thrown objects, with limited ranged options such as basic firearms for occasional support. The surreal world of Zenozoik features grotesque inhabitants, including the bird-like Corwid tribe who raised , emphasizing themes of outcast identity amid tribal lore inspired by primal societies. Zeno Clash 2, released on April 30, 2013, for PC, followed by July 23 for and July 26 for , expands the formula with larger, more open environments and drop-in/drop-out co-op for two players, allowing a second character named Rimat to assist in and puzzle-solving. Building on the original's mechanics, it refines precision targeting for punches, blocking, and high-impact finishers, while introducing elements like ability upgrades and recruitable allies. Firearms play a more prominent role, with new weapons such as the and Fishgun complementing melee options for hybrid approaches in extended battles against mutated foes and tribal enemies. Development of the series involved significant custom modifications to established engines to support its physics-based fighting system. The first game utilized Valve's Source engine, tweaked by ACE Team to enable realistic , dynamic combos, and responsive hand-to-hand interactions that prioritize impact and momentum over traditional button-mashing. For the sequel, the team switched to Unreal Engine 3 to accommodate broader level designs and co-op functionality, further enhancing for group fights. Creative inspirations stem from surrealist painters like and Chilean , incorporating mythological motifs of beings and ritualistic societies to craft Zenozoik's otherworldly tribes and landscapes. The series has collectively sold over 500,000 units on PC platforms alone, marking a strong debut for ACE Team as an indie developer, though no direct sequels beyond the second installment have been announced, with the studio shifting focus to related projects in the same universe.

Rock of Ages series

The series, developed by ACE Team, blends strategy with arcade-style racing mechanics, where players sculpt and roll massive boulders down winding paths to demolish enemy castles while constructing obstacles to hinder opponents. Levels draw satirical inspiration from , featuring environments styled after periods like paintings or Impressionist works, complete with cameo appearances by historical and mythical figures such as or , often portrayed in exaggerated, humorous scenarios. The franchise emphasizes chaotic destruction and competitive play, evolving across installments to incorporate cooperative modes and creative tools. The inaugural title, , released in 2011 for PC and , and in 2012 for , established the core -rolling destruction gameplay. Players alternate turns building defenses from a selection of historical-themed traps, such as catapults or Trojan horses, before taking direct control of their boulder to navigate destructible and breach the foe's gate. Satirical levels pit players against caricatured historical figures, like rolling through a level inspired by the to confront a comically inept Achilles. Published by , the game was built using Unreal Engine 3, focusing on physics-driven boulder momentum and collision-based sieges. Rock of Ages 2: Bigger & Boulder, launched in 2017 for PC, , , and later , expanded the formula with local and online co-op modes allowing two players to share boulder control. It introduced through a basic level-sharing system, enabling community-created courses with custom art motifs, such as Van Gogh-inspired paths. Published by in partnership with , the sequel amplified boulder sizes and destruction scale using Unreal Engine 4 for enhanced environmental interactivity. Rock of Ages 3: Make & Break, released in 2020 for PC, , , and , further iterated on multiplayer with up to four-player online battles and refined co-op sieges. The standout addition was an expanded level editor, empowering players to design full courses from modular path pieces, traps, and themes, with tools that support sharing via online lobbies for endless replayability. Co-developed with Giant Monkey Robot and published by Maximum Entertainment, it maintained the series' humorous tone through voiced cutscenes featuring absurd historical rivalries, like versus the . Throughout the franchise, ACE Team innovated with basic procedural level generation elements in the editors, allowing dynamic path variations based on terrain placement, alongside robust physics simulations that govern boulder trajectories, momentum, and impact forces for realistic rolling and smashing interactions. These mechanics create , where boulder paths adapt unpredictably to defenses, emphasizing strategy in obstacle navigation over precise control.

Standalone titles

ACE Team's standalone titles represent a series of experimental projects that diverge from the studio's franchise efforts, exploring a wide array of genres and mechanics to push creative boundaries. These games showcase the developers' willingness to blend unconventional elements, from procedurals to satirical adventures, often incorporating co-op features, , and unique narrative twists. Unlike the recurring themes in their series work, these titles stand alone, emphasizing one-off innovations in gameplay and art direction. Abyss Odyssey, released in 2014 for PC, , and , and in 2015 for (as Extended Dream Edition), is a side-scroller infused with elements. Set in a dreamlike abyss inspired by early 20th-century , it features procedurally generated levels that ensure varied playthroughs, encouraging replayability through and random encounters. A key mechanic is the character possession system, where the protagonist Katrien can capture and transform into defeated enemies, unlocking over 30 playable forms with distinct abilities for combat and traversal. This hybrid approach combines platforming exploration with deep brawler mechanics, including combo-based fights reminiscent of . The Deadly Tower of Monsters, launched in 2016 for PC and , satirizes B-movie sci-fi tropes through a top-down tower-climbing . Players control actors portraying heroes in a , complete with fourth-wall breaks like director commentary and visible wires, emphasizing absurd humor over serious storytelling. revolves around co-op mechanics, where characters wield lasers, melee weapons, and environmental hazards to ascend a monster-infested tower, battling waves of enemies in linear levels. The satirical tone amplifies the experimental feel, with mechanics like throwable props and dynamics adding levity to the action. SolSeraph, an action-strategy hybrid released in 2019 for PC, , , and , draws inspiration from classic titles like by merging side-scrolling platforming with . As the sun god , players alternate between real-time town-building phases—constructing temples, managing resources, and defending against invasions—and action segments involving sword-and-magic combat against mythical foes. The mechanics emphasize strategic placement of defenses and elemental powers, such as weather manipulation, to progress through six distinct biomes, blending god-sim elements with precise controls for a rhythmic gameplay loop. The , a survival adventure released in 2021 for PC, , and , and in 2022 for and Xbox Series X/S, places players in control of shape-shifting creatures called Trebhum fleeing a colossal, world-destroying . The game's core mutation system allows unlocking over 50 abilities—such as flight, rolling, or —through environmental interactions and resource gathering, enabling adaptation to hazardous biomes filled with puzzles and predators. Exploration drives the narrative, with herd management mechanics where players guide multiple Trebhum, solving physics-based challenges like stacking or tunneling to evade threats and uncover lore about the alien ecosystem. Clash: Artifacts of Chaos, released in 2023 for PC, , , , and Xbox Series X/S, is a third-person action set in the surreal world of Zenozoik. Pseudo, a reclusive martial artist, teams with a small companion called the , whose abilities assist in and puzzle-solving, such as scanning enemies or activating switches. The game features fluid mechanics with dodges, parries, and stance switches, integrated into diorama-like levels that evoke handcrafted worlds with vibrant, sketchy . Exploration and elements, including skill trees and side quests, complement the brawler , creating a focused yet experimental take on action-adventure.

Upcoming projects

In March 2025, ACE Team announced their upcoming title The Mound: Omen of in partnership with publisher during the Nacon Connect event. This first-person cooperative draws inspiration from H.P. Lovecraft's novella , tasking up to four players with embodying explorers venturing into a cursed to uncover hidden treasures while confronting otherworldly entities. The game emphasizes survival through teamwork and preparation, featuring mechanics such as equipment selection before expeditions and a system that distorts players' perceptions, fosters , and impacts trust among the group as they navigate unpredictable environments filled with horrors. Teased elements include dense, procedurally influenced jungle settings that heighten the psychological dread, with communication proving essential to distinguish reality from madness-induced illusions. Originally slated for a 2025 release on PC via Steam, PlayStation 5, and Xbox Series X/S, the project faced a delay to 2026, aligning with ACE Team's pattern of refining ambitious mechanics through iterative development seen in prior titles.

Creative style and technology

Signature artistic elements

ACE Team's signature artistic elements are characterized by a surreal, hand-crafted aesthetic that blends low-poly models with painterly textures to create diorama-like worlds, evoking the feel of intricate, miniature landscapes populated by bizarre creatures and environments. This style draws heavily from surrealist influences, allowing for unbound creativity in scale, form, and color, as seen in the alien landscapes of The Eternal Cylinder, where procedural ecosystems combine hand-designed elements into a fantastical, rolling-world vision inspired by 1980s game art and surrealist paintings. The hand-crafted nature ensures each character and setting feels unique, avoiding generic assets to emphasize a punk-fantasy vibe with otherworldly, non-humanoid designs. Thematically, ACE Team infuses absurd humor and cultural surrealism rooted in Latin American traditions, particularly Chilean mythology and , which manifests in quirky, anthropomorphic figures like the bird-people clans of and the historical satire of boulder-rolling sieges in the Rock of Ages series, where ancient myths collide with cartoonish destruction. This approach often parodies B-movies and existential themes, blending whimsy with the to highlight life's absurdities, as in the biomechanical servants of . Narratively, ACE Team favors non-linear stories that prioritize exploration and immersion in weirdness over traditional plot arcs, encouraging players to uncover fragmented lore through environmental storytelling and quirky interactions, such as dice-based rituals in Clash: Artifacts of Chaos. Over time, their style has evolved from the gritty, prehistoric realism of early —influenced by artists like and —to a more polished, vibrant whimsy in later titles like Clash: Artifacts of Chaos, incorporating third-person perspectives and Studio Ghibli-inspired character designs while retaining the core surreal essence.

Technical approaches and tools

ACE Team's technical evolution began with the Source engine for their debut title, (2009), which provided robust first-person mechanics suitable for the game's melee-focused combat but required significant customization for its unconventional brawler elements. The studio leveraged Source's physics and rendering capabilities to handle dynamic animations and environmental interactions, though the engine's limitations in supporting complex close-quarters fighting prompted iterative tweaks to and input responsiveness. This foundation allowed the small team—typically under 15 members—to prototype rapidly without extensive external dependencies, emphasizing in-house scripting for weapon behaviors and AI . As projects grew in scope, ACE Team transitioned to Unreal Engine starting with Zeno Clash 2 (2013), utilizing Unreal Engine 3 for enhanced graphical fidelity and better support for co-op features. The shift enabled more fluid handling of multiplayer netcode for local and online modes, though the team faced challenges in optimizing animations for up to four players in melee scenarios, relying on blended skeletal animations to mitigate latency issues in small-team environments. Later titles like Rock of Ages (2011) also adopted Unreal Engine 3, integrating NVIDIA PhysX for the boulder-rolling mechanics, where custom modifications to the physics simulation ensured realistic destruction and momentum-based gameplay without full in-house engine builds. By The Eternal Cylinder (2021), the studio employed Unreal Engine 4, incorporating World Origin Shifting for procedural world generation and modular loading to manage an endless alien landscape, addressing performance bottlenecks through texture-encoded animations exported from 3DS Max. For their upcoming title The Mound: Omen of Cthulhu (scheduled for 2026), announced in 2025, ACE Team has adopted Unreal Engine 5 to support first-person co-op horror mechanics and reality-altering effects in procedurally generated environments. Custom tools have been central to ACE Team's workflow, particularly for procedural elements and physics-driven systems tailored to indie constraints. In (2014), the team implemented procedural level generation using 3's scripting tools to create randomized 2D platforming arenas, ensuring replayability in fighting sequences while keeping development efficient for their compact roster. For the Rock of Ages series, custom extensions handled boulder interactions with destructible environments, blending pre-baked crumble animations with real-time simulations to balance visual chaos and frame rates. These in-house adaptations, often prototyped in small iterations, allowed the studio to innovate without large budgets, focusing on core systems like mutation mechanics in via modular asset pipelines. The studio's multiplatform strategy prioritizes PC as the primary development target, leveraging Steam's accessibility for early testing before porting to consoles like and , which aligns with their indie budget limitations. This approach involves targeted optimizations, such as scaling down particle effects for console hardware while retaining PC's higher fidelity, enabling releases across platforms without proportional resource increases. Challenges in this setup include managing co-op for cross-play feasibility and animating intricate —requiring precise detection and responsive controls—in a team setting where roles overlap, often leading to extended debugging cycles for synchronization in titles like . Despite these hurdles, the emphasis on modular code and reusable tools has sustained ACE Team's output, fostering innovations like Destruction integrations for dynamic environments.

Reception and impact

Critical response

ACE Team's games have generally received mixed-to-positive reviews from critics, with an overall average score of 70/100 across 29 titles, featuring 24% positive and 76% mixed ratings. Critics have frequently praised the studio for its innovative mechanics, such as the boulder-rolling physics in the Rock of Ages series that fuse arcade action with competitive elements. The distinctive art styles in their games, often characterized as wonderfully weird and gloriously designed, have also been highlighted as a key strength, contributing to immersive and surreal worlds. Common criticisms include clunky and stiff controls in early releases, particularly the repetitive melee combat in Zeno Clash, which some reviewers found limited and tedious. The unconventional nature of ACE Team's output has been noted for its strong niche appeal, which can restrict wider accessibility and commercial reach. Specific titles have shown varied reception, with Zeno Clash averaging 77/100 on PC, The Eternal Cylinder scoring 79/100 on PC, and Clash: Artifacts of Chaos earning 69/100 on PC; more recent projects demonstrate a modest upward trend in scores compared to earlier entries.

Industry influence and recognition

ACE Team has played a pivotal role in establishing Chile as a hub for indie game development in Latin America, pioneering surreal and experimental titles that highlighted the region's creative potential. The studio transitioned from modding projects for games like Doom and Quake to full releases, helping to foster a vibrant local scene that has grown significantly since their early successes. Their innovative mechanics, such as the boulder-rolling tower defense in the Rock of Ages series, have influenced subsequent indie experiments in party and physics-based gameplay, encouraging developers to blend absurdity with strategic elements. The studio's recognition includes multiple awards from the Videogames Chile Awards in 2015, such as Best PC/Console Videogame, Artistic Excellence, Technical Excellence, and Audio Excellence for . earned Independent Game of the Year from in 2009, while The Deadly Tower of Monsters (2016) and (2021) received Best Game: honors at the Brazil Independent Games (BIG) Festival. ACE Team has been featured in industry showcases, including a developer interview with on innovations for , and praised by as makers of "the weirdest games on PC." Although lacking major global awards, their consistent output has earned acclaim for pushing boundaries in indie . ACE Team maintains a strong on , where their games are described as "bizarre, creative and unique," with an active community group fostering direct developer interaction. They have contributed to the Chilean game development scene through participation in international events like the Game Developers Conference (GDC) and , which have illuminated global opportunities and inspired local talent. As of 2025, their legacy bridges early modding roots to contemporary projects like the upcoming co-op horror title The Mound: Omen of , planned for release in 2026 and showcasing evolved multiplayer dynamics in a Lovecraftian setting.

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