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Tarsier Studios

Tarsier Studios is a video game development studio headquartered in , founded in 2004 in as an independent entity specializing in adventure and puzzle games. The studio gained prominence for its work on atmospheric horror titles, most notably developing the first two entries in the series in collaboration with publisher , as well as co-developing for PlayStation Vita with Media Molecule and creating original projects like and Statik. In December 2019, Tarsier Studios was acquired by for approximately 99 million (about $10.5 million USD), becoming a subsidiary alongside other studios under the label, which allowed the team of around 65 developers to retain their positions while shifting focus toward new intellectual properties after completing ongoing commitments. Following the acquisition, retained ownership of the IP, enabling Tarsier to pursue independent horror adventures unencumbered by prior licensing obligations. As of 2025, Tarsier Studios employs approximately 60-70 staff and is actively developing REANIMAL, a co-op featuring twisted monsters and resilient child protagonists in a dread-filled world, slated for release in early 2026 on platforms including PC, , Xbox Series X/S, and Nintendo Switch 2, published by . The studio's distinctive visual style, emphasizing eerie atmospheres and innovative gameplay, continues to define its contributions to the genre, building on its legacy of critically acclaimed titles that blend narrative depth with puzzle-solving mechanics.

Overview

Founding and headquarters

Tarsier Studios was founded in 2004 in , , by nine developers including co-founders and Björn Sunesson. Initially operating under the name Team Tarsier, the studio began as a small independent team focused on innovative game development projects. In 2009, following the release of its first major projects, the company rebranded to Tarsier Studios. The studio relocated to its headquarters in , , at Roskildevägen 1B around 2010 to support growth and collaborations. As of 2025, Tarsier Studios employs approximately 60-70 staff members, reflecting its evolution from a startup team to a mid-sized developer.

Ownership and key personnel

Tarsier Studios was acquired by on December 20, 2019, for a total of 99 million, comprising 88 million in cash and 11 million in newly issued B-shares, with the deal including a conditional earn-out based on future performance. The acquisition integrated the studio as a under , part of Embracer's broader portfolio, granting the company ownership of select Tarsier intellectual properties (such as Statik), excluding licensed titles like and , while retaining all 65 employees at the time. As of 2025, Tarsier Studios remains fully operational under , continuing development on internal projects without any reported sales, closures, or significant restructuring affecting its independence. The studio, employing approximately 60-70 people, benefits from Embracer's financial backing, which has supported long-term investments in new intellectual properties. The studio was co-founded in 2004 by and Björn Sunesson, along with seven others, with Johnsson serving as the technical lead leveraging his programming expertise and Sunesson as the creative lead focusing on design and narrative elements. These founders played pivotal roles in early projects, including technical direction and design leadership on titles like . Currently, Oliver Merlöv holds the position of CEO, having assumed the role in March 2024 after joining as COO in 2020, overseeing operations amid the studio's post-acquisition growth. The shift to Embracer ownership marked a transition from to publisher-backed operations, providing enhanced resources and stability for original creation while preserving Tarsier's autonomy in creative decision-making. This structure has enabled the studio to pursue ambitious projects like REANIMAL, building on its expertise without the constraints of prior external partnerships.

History

Early development (2004–2010)

Team Tarsier was founded in 2005 by a group of students, initially to develop their debut project, , a puzzle-platformer featuring sound-based mechanics in a warped, rhythmic city environment. The game originated as university coursework and was funded through student loans, with the small team creating a playable prototype by early 2005. This prototype was showcased at 2005, where it garnered initial interest for its innovative audio-driven puzzles, despite the studio's lack of publishing experience or track record. Early development focused on experimental elements, such as manipulating sound waves to interact with the environment, but the team operated with limited resources as a nascent outfit. Despite the E3 buzz, faced significant hurdles, including difficulties refining the core sound mechanics into engaging gameplay and repeated rejections from publishers like due to the unpolished pitch and the team's inexperience. By , the project was placed on indefinite hold after nearly a year out of active production, primarily because the studio could not secure funding to continue. As a small team of around nine developers, Tarsier struggled with resource constraints, relying on naivety and passion to push forward amid production challenges and the experimental nature of their work. The full cancellation occurred around 2008–2009 following a failed internal summit to revive it, forcing the studio to pivot from ambitious prototypes to more feasible opportunities. In response to these setbacks, the studio shifted toward console development, securing a partnership with to port and expand the physics-based Rag Doll Kung Fu for the 3. Released in 2009 as Rag Doll Kung Fu: Fists of Plastic, this marked Tarsier's debut console title and entry into the PlayStation ecosystem, emphasizing for fluid, improvisational combat without preset moves. The project highlighted their growing focus on experimental physics-driven gameplay while navigating the constraints of a small team. Coinciding with this release, the studio formalized its evolution from Team Tarsier to Tarsier Studios in 2009, reflecting its maturation and first commercial milestones.

Partnerships and expansion (2011–2016)

In July 2010, Studios entered into an exclusive first-party agreement with Sony Computer Entertainment Europe (SCEE), securing publishing support and development resources that marked a pivotal shift toward larger-scale projects. This deal positioned as a key collaborator within Sony's ecosystem, enabling the studio to leverage SCEE's expertise while focusing on innovative platforming experiences. Building on this partnership, Tarsier contributed significantly to the LittleBigPlanet series, beginning with additional content for the original LittleBigPlanet (2008), where the studio created in-game assets and downloadable expansions. For LittleBigPlanet 2 (2011, PlayStation 3), Tarsier's role expanded to designing nearly all costumes and supporting DLC development, enhancing the game's emphasis on customization and community-driven content. In 2012, Tarsier took on full development responsibilities—alongside Double Eleven—for LittleBigPlanet PS Vita, tailoring the platformer's touch-based mechanics and user-generated tools to the handheld's capabilities, resulting in a critically praised entry that showcased advanced level creation features. The studio's involvement continued with LittleBigPlanet 3 (2014, PlayStation 3 and PlayStation 4), providing administrative support and contributing to asset development as part of the extended team led by Sumo Digital. A notable standalone effort came in 2015 with (PlayStation 4), where Tarsier collaborated with to port and expand the original Vita title, incorporating 4 controller integration for immersive papercraft world interactions and new levels. This project highlighted Tarsier's growing proficiency in adapting innovative mechanics across platforms. Throughout 2011–2016, these collaborations fueled Tarsier Studios' expansion, with the team growing to support multifaceted roles in systems and precise platforming design, solidifying their reputation for creative, player-empowered gameplay.

Little Nightmares era (2017–2021)

During the Little Nightmares era, Tarsier Studios marked a significant creative pivot from platformer collaborations to developing original intellectual properties centered on atmospheric horror and narrative-driven gameplay. This shift was exemplified by their debut original title, Little Nightmares, initially conceived as Hunger before being rebranded through a publishing partnership with Bandai Namco Entertainment. Released in April 2017 for PlayStation 4, Xbox One, and PC—with a Nintendo Switch port following in May 2018—the game follows the young protagonist Six as she navigates a nightmarish underwater facility known as The Maw, emphasizing tension, exploration, and subtle storytelling over traditional platforming mechanics that had defined the studio's earlier work on titles like LittleBigPlanet. In parallel, explored with Statik, a puzzle adventure released exclusively for in April 2017. The game places players in the role of a test subject at the Statik Institute of Retention, manipulating hand-mounted devices to solve mind-bending puzzles that probe themes of memory and perception, highlighting the studio's expertise in innovative puzzle design within immersive environments. This project served as one of Tarsier's earliest original IPs, demonstrating their versatility beyond while maintaining a focus on psychological depth. Diversifying their portfolio, Tarsier released in November 2019 for , published by . This co-operative action-puzzle game casts players as paramedics transporting "Dizzies"—dazed civilians—through chaotic, physics-based levels filled with humor and environmental hazards, allowing solo play by controlling two characters or local co-op with a partner. Departing from horror, it showcased Tarsier's ability to craft accessible, lighthearted experiences rooted in their puzzle-solving strengths. The era culminated with , released in February 2021 for , , , and PC, again in partnership with Bandai Namco. Expanding the franchise, the sequel introduces protagonists Mono and Six in a dystopian city dominated by a malevolent signal tower, incorporating new mechanics like co-operative elements, stealth evasion, and environmental puzzles to heighten the . Critically acclaimed for its amplified ambition and atmospheric dread—earning widespread praise as more accomplished than its predecessor—the game sold over one million units within its first month, solidifying Tarsier's reputation in narrative .

Embracer acquisition and beyond (2022–present)

In December 2019, acquired Tarsier Studios for approximately 99 million, integrating the developer into its portfolio while allowing it to maintain autonomy within the Amplifier Game Invest subgroup. This acquisition occurred midway through the development of , which Tarsier completed and released in February 2021 under publisher . The move provided additional resources and stability, enabling the studio to finalize the project amid its established partnership with , though the Little Nightmares intellectual property rights remained with the publisher. Post-release, Tarsier shifted its focus from licensed work to original creations, leveraging support for internal IP development. Following the launch of , Tarsier announced in February 2021 that it would not pursue further entries in the series, citing a strategic pivot toward new intellectual properties to explore fresh creative directions. Bandai Namco, retaining ownership of the franchise, subsequently partnered with to develop , announced in August 2023 and released in October 2025. This transition aligned with Tarsier's post-acquisition goals under Embracer, which emphasized building proprietary experiences rather than extending external IPs, allowing the studio to allocate resources to unannounced projects during 2022 and 2023. Throughout 2022 to 2025, continued operations as part of , with no studio closures reported despite the parent's broader restructurings, including divestments and spin-offs announced in May 2025. The studio maintained its headquarters and team, fostering a culture centered on innovation, as evidenced by ongoing recruitment for narrative-driven roles. In August 2024, revealed its first major post-acquisition project, REANIMAL, a co-op published by subsidiary , signaling a continuation of atmospheric, unsettling mechanics akin to its prior works. By mid-2025, REANIMAL advanced toward an early 2026 release on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2, with a Steam demo extended in October 2025 to gather player feedback and refine co-op elements. This teaser and subsequent updates highlighted Tarsier's emphasis on player-driven horror narratives, reinforcing its reputation for genre contributions while adapting to Embracer's evolving structure, with a planned rebranding to Fellowship Entertainment following the Coffee Stain Group spin-off scheduled for December 2025.

Games

Released titles

Tarsier Studios' debut commercial release was Rag Doll Kung Fu: Fists of Plastic in 2009, a physics-based party fighting game for where players control floppy ragdoll puppets in chaotic melee battles emphasizing momentum and environmental interactions, published by Sony Computer Entertainment Europe. From 2008 to 2014, the studio contributed to Sony's series as a co-developer, creating art assets and downloadable content packs for the entries (2008) and (2011), leading development on the portable (2012) which featured touch-based creation tools for user-generated platforming levels, and providing support for (2014) across and with its expanded multiplayer and customization mechanics, all published by Sony Computer Entertainment. In 2015, Tarsier co-developed for with , an enhanced reimagining of the original Tearaway as a papercraft where players guide messenger Atoi through a tactile world using the DualShock 4 controller's touchpad and light bar for immersive interactions like tearing paper environments, published by Sony Computer Entertainment. *Tarsier Studios developed in 2017 as its first original IP, a side-scrolling horror puzzle-platformer for Microsoft Windows, , , and , in which players control the girl Six navigating the nightmarish floating vessel while evading grotesque inhabitants, published by . That same year, the studio self-published Statik exclusively for , a puzzle game set in a mysterious institute where players manipulate bizarre handheld devices attached to their virtual hands to solve mind-bending enigmas and uncover a sinister narrative. The Stretchers followed in 2019, a cooperative action-puzzle game for developed and published by , featuring two paramedics who stretch their bodies to transport dizzy patients through obstacle-filled suburban environments in asynchronous or local multiplayer modes. Tarsier's most recent release, in 2021, served as a to the 2017 title and was developed as lead studio for Microsoft Windows, , , , , and Xbox Series X/S, a horror adventure where players control boy Mono alongside Six in a television-distorted , emphasizing stealth, puzzles, and atmospheric tension, published by .

Upcoming projects

Tarsier Studios' primary upcoming project is REANIMAL, a co-op adventure game developed in collaboration with publisher . In the game, players control a duo navigating a nightmarish, hellish version of their island home to rescue their missing friends, emphasizing cooperative survival against grotesque monsters and environmental horrors. The title builds on the studio's established expertise from the Little Nightmares series by delivering tense, shared-screen gameplay focused on puzzle-solving, platforming, and evasion mechanics in an atmosphere thick with dread, fog-shrouded visuals, and primal fears of the unknown. Announced at Gamescom 2025 with an initial teaser trailer, REANIMAL showcased its atmospheric opening sequence, highlighting the eerie transformation of familiar settings into terrifying landscapes and the siblings' desperate teamwork. A release window announcement followed in August 2025, confirming an early 2026 launch, specifically in the first quarter. The game will be available on PlayStation 5, Xbox Series X/S, Nintendo Switch 2, and PC via Steam, with a playable demo released on Steam in October 2025 to demonstrate its core mechanics and build anticipation. As of November 2025, no other projects from have been officially announced or teased under the umbrella.

Cancelled projects

Tarsier Studios' early development efforts included several projects that did not progress beyond prototypes or announcements due to funding shortages and strategic shifts. One notable cancelled title was , a 3D puzzle-platform unveiled at 2005. The game featured a young steam-train engineer named Tin navigating a dystopian city powered by the souls of children, using sound-based mechanics delivered through a and to solve puzzles, repel enemies, and interact with the —such as creating rhythms to calm distressed children or disrupt mechanical foes. Development began as a student project by the studio's founders before was formally established in , but the lack of a publisher and insufficient funding led to its cancellation around 2007, despite periodic investments that kept it on indefinite hold. The project's innovative audio mechanics proved challenging to refine, with studio co-founder Björn Sunesson later noting the difficulty in making sound interactions "cooler than doing the other type of actions." Elements of 's atmosphere and puzzle design influenced Tarsier’s later work, including the series, though co-founder described it as "part of our DNA" rather than a direct predecessor. Another early endeavour was Desert Diner, a tech demo developed in 2006 to showcase Ageia’s . Set in an abandoned Mexican desert diner, the prototype emphasized environmental destruction, cloth simulation, and interactions, with players using weapons and the surroundings in destructible combat scenarios similar to CellFactor: Revolution. Announced in December 2006, it was intended as an action-packed sampler level but vanished from public view shortly after, with no full release or further development. The cancellation likely stemmed from resource constraints at the nascent studio and Ageia’s acquisition by in 2008, which shifted focus away from standalone demos. While a downloadable version was anticipated, only promotional materials and internal builds remain, highlighting Tarsier’s initial forays into physics-driven before pivoting to licensed titles. Post-2010, Tarsier experienced fewer public cancellations, as partnerships with publishers like and Bandai Namco provided stability, though internal prototypes may have been shelved due to strategic pivots toward established IPs. No major unannounced expansions for were confirmed as cancelled, with the studio instead concluding its involvement after in 2021 to pursue original properties under . These early setbacks underscored the challenges of independent development for a small team, shaping Tarsier’s later emphasis on collaborative projects.

Reception and legacy

Critical acclaim

Tarsier Studios' games have generally received positive critical reception, with aggregate scores reflecting strong praise for their innovative design and atmosphere, particularly in later titles. Little Nightmares earned a Metascore of 78 on PC, lauded for its unsettling narrative and visual style. Little Nightmares II achieved an 83 on PC and 82 on PS4, with critics highlighting its enhanced tension and cooperative elements. Tearaway Unfolded scored 81 on PS4, appreciated for its creative platforming and interactive world-building. Statik received an 84 on PS4, commended for its immersive VR puzzle mechanics and clever use of hand-tracking. The Stretchers earned a Metascore of 75 on Nintendo Switch, praised for its chaotic co-op gameplay and humorous stretcher mechanics despite some repetition concerns. The series stands out for its critical acclaim in atmospheric horror, where reviewers consistently praised the games' ability to evoke primal fears through subtle environmental and . Critics noted the series' exceptional puzzle design, which integrates seamlessly with to build without relying on jump scares. Art direction was a frequent highlight, with the yet whimsical visuals drawing comparisons to childhood nightmares reimagined in a dark style. Earlier titles like garnered mixed reception, with a Metascore of 69 on PC; while the physics-based combat was seen as novel and fun in short bursts, reviewers criticized its lack of depth and frustrating controls, rendering it short-lived in appeal. Over time, critical views of Tarsier Studios evolved from appreciation for their supportive work on whimsical platformers like to widespread acclaim for original in , marking a successful shift to atmospheric, narrative-driven experiences with .

Industry impact

Tarsier Studios significantly influenced the horror genre through the Little Nightmares series, which revitalized 2.5D platform horror by combining intricate puzzle-platforming with psychological dread and a distinctive claymation-inspired aesthetic. This approach drew comparisons to earlier titles like while expanding on atmospheric tension and environmental storytelling, paving the way for indie developers to explore similar child-centric nightmare worlds in subsequent games. The studio's work garnered notable industry recognition, particularly for Little Nightmares, which won Best Audio and Best Art Direction awards at the 2018 Nordic Game Conference, highlighting its innovative and visual style that amplified the game's unsettling atmosphere. These accolades underscored Tarsier's ability to craft immersive experiences that stood out in a crowded market. In the realm of , Tarsier contributed to the franchise by developing the edition, which earned a Metascore of 88 and enhanced community tools for level creation and sharing, allowing players to build and distribute custom experiences with greater accessibility on portable hardware. This effort built on the series' core philosophy of "Play, Create, Share," fostering a vibrant ecosystem of player-driven innovation that influenced broader trends in collaborative . As of 2025, Tarsier Studios' development of Reanimal under positions the studio to further its legacy in co-op adventures, with the title's Q1 2026 release promising to evolve the atmospheric storytelling pioneered in Little Nightmares through new mechanics like boat exploration and sibling dynamics, following recent updates including an extended demo.

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