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Tequila Works

Tequila Works was a and publisher based in , founded in 2009 by Raúl Rubio and Luz Sancho with a centered on "creating things with gusto." The studio, initially composed of veterans from companies like , , and , specialized in narrative-driven adventure and puzzle games, gaining recognition for its artistic visual styles and innovative storytelling. Among its most notable titles, Tequila Works developed the platformer Deadlight in 2012, which showcased a unique art style inspired by films, and the critically acclaimed puzzle-adventure RiME in 2017, praised for its emotional depth and watercolor-like aesthetics despite a troubled development involving publisher changes. The studio also co-developed and published the time-loop murder mystery The Sexy Brutale in 2017, a collaboration with Cavalier Game Studios that earned awards for its clever narrative mechanics, and created the VR narrative adventure The Invisible Hours that same year, allowing non-linear exploration of interconnected stories. Later projects included the game Gylt in 2019, inspired by anti-bullying themes and directed by , and Song of Nunu: A League of Legends Story in 2023, a heartfelt adventure co-developed with under Tencent's Riot Forge label. In 2022, Chinese conglomerate Tencent acquired a majority stake in Tequila Works, enabling a shift toward larger-scale AAA production and team expansion, but the partnership soured amid global market challenges. By November 2024, the studio filed for insolvency due to prolonged unfavorable industry conditions and the withdrawal of Tencent's funding, leading to layoffs, the cancellation of an unannounced project, and the departure of its founders. In April 2025, Tequila Works' intellectual properties—including RiME, Gylt, and several unreleased titles—were auctioned off as part of the liquidation process, marking the end of the studio's independent operations after 15 years.

History

Founding and early years

Tequila Works was founded in September 2009 in , , by Raúl Rubio Munárriz and Luz Sancho Rodríguez. The studio emerged from a group of experienced professionals with diverse backgrounds in the gaming and visual effects industries, including prior roles at , Entertainment, Sony Computer Entertainment Europe, and Weta Digital. This blend of expertise in , , and cinematic production laid the groundwork for the company's innovative approach to . From its inception, Tequila Works positioned itself as an independent boutique studio focused on crafting emotionally resonant and artistically driven . The company's guiding philosophy, "creating things with gusto," underscored a commitment to blending beauty, depth, and experimental to evoke strong responses, rather than adhering strictly to formulas. Operating with a small initial team, the studio emphasized agile development processes, leveraging tools like Perforce's free program for emerging teams to support its early operations in . The studio's entry into the industry came with the announcement of its debut project, Deadlight, a side-scrolling game set in a . Developed exclusively for , Deadlight drew inspiration from cinematic platformers like while incorporating puzzle-solving and atmospheric tension. It launched on August 1, 2012, marking Tequila Works' first major release and establishing its reputation for moody, narrative-focused indie titles.

Growth and partnerships

Following the success of its debut title Deadlight, Tequila Works expanded its portfolio in 2013 by partnering with Sony Computer Entertainment to develop RiME as a PlayStation 4 exclusive, marking the studio's entry into larger-scale publishing collaborations. However, the project faced significant development challenges, including creative differences and delays, leading to a turbulent period where the game vanished from Sony's schedule after its initial reveal. In March 2016, Tequila Works reacquired full rights to the RiME intellectual property from Sony, allowing the studio to regain creative control and seek alternative publishing arrangements. This shift resulted in new partnerships with Grey Box and Six Foot for publishing, enabling RiME to launch in May 2017 across multiple platforms after overcoming the earlier hurdles. The year 2017 represented a peak in output for Tequila Works, with the studio releasing multiple titles that showcased its growing collaborative network. Notably, was co-developed with UK-based Game Studios, combining Tequila Works' expertise in narrative-driven adventures with Cavalier's puzzle design strengths; the game launched in April 2017 for , Windows, and , published by Tequila Works itself. That October, Tequila Works also released The Invisible Hours, a narrative adventure emphasizing non-linear storytelling and mystery-solving in a single environment. These releases highlighted the studio's ability to manage parallel projects and external co-development, fostering relationships that supported its expansion beyond independent titles. By 2019, Tequila Works had diversified into , partnering with Virtual Reality to develop and publish Groundhog Day: Like Father Like Son, a comedic puzzle adventure released in September for , , and other platforms. This marked the studio's first major foray into , leveraging its experience in time-loop mechanics from prior works to explore immersive storytelling. That November, the studio self-published , a game inspired by anti-bullying themes and directed by , initially for with later ports to other platforms. The project underscored Tequila Works' strategic growth into emerging technologies and strengthened ties with established media entities. In March 2022, Tequila Works received a majority investment from , an undisclosed sum aimed at fueling studio expansion and the creation of original intellectual properties following the completion of ongoing collaborations. This funding enabled the studio to scale operations and invest in new initiatives. Building on this momentum, Tequila Works entered a key partnership with through its Riot Forge publishing label in 2023, developing Song of Nunu: A League of Legends Story as a single-player adventure spin-off set in the universe's Freljord region; the title launched in November 2023 for PC and , and in January 2024 for , , , and Xbox Series X/S. These alliances positioned Tequila Works as a versatile collaborator in the mid-2020s gaming landscape, emphasizing narrative innovation across established franchises.

Financial difficulties and closure

In October 2024, Tequila Works laid off a small number of staff members following the cancellation of an unannounced project, marking an early sign of the studio's mounting challenges. The situation escalated when the studio filed for on November 12, 2024, with management attributing the decision to prolonged adverse market conditions in the gaming industry and the absence of viable alternatives to sustain operations. As part of the process, the studio's founders stepped down from their roles, and Térence Mosca transitioned to the position of to oversee the proceedings. By March 2025, Tequila Works confirmed its definitive closure, rendering the studio defunct after more than 15 years of operation, as announced by founder Raúl Rubio in a farewell statement. In the aftermath, the studio's intellectual property rights were auctioned off in April 2025 through an online liquidation platform, including assets related to unfinished projects such as sequels to RiME and expansions for Gylt. Several of these in-development IPs sold for low amounts, with bids for multiple new projects reaching under €400 each. Post-auction, specific IPs found new owners, including The Invisible Hours, which was acquired by its original screenwriter Rob Yescombe in June 2025 for potential remastering on modern platforms and adaptation into a screen project.

Video games

Developed games

Tequila Works' debut title, Deadlight, is a side-scrolling set in a , emphasizing cinematic storytelling, puzzle-solving, and evasion mechanics inspired by classics like and Another World. Released on August 1, 2012, for via and published by Microsoft Studios, it later launched on Windows via on October 25, 2012, with a remastered edition following on June 21, 2016, for , , and PC, featuring enhanced graphics and additional content. The game's design philosophy centered on creating accessible, family-friendly experiences within a tense atmosphere, blending 2D platforming with environmental hazards to evoke aesthetics. RiME represents Tequila Works' shift toward emotional, non-verbal puzzle-adventures, focusing on exploration, environmental puzzles, and a Mediterranean-inspired world that encourages player discovery without explicit guidance. Developed using Unreal Engine 4 and published by Grey Box and Six Foot, it launched on May 26, 2017, for , Windows, and , with a port arriving on September 27, 2017. The studio's philosophy for RiME evolved from initial concepts during Deadlight's production into a narrative-driven experience prioritizing beauty, mystery, and personal introspection, drawing from films like . In 2019, Tequila Works released two distinct titles showcasing their versatility in narrative design. Groundhog Day: Like Father Like Son is a virtual reality puzzle-adventure based on the 1993 film, utilizing time-loop mechanics to solve environmental challenges and foster themes of family bonding through branching narratives and over eight hours of gameplay. Published by Sony Pictures Virtual Reality, it debuted on September 17, 2019, for PlayStation VR, Oculus Rift, HTC Vive, and SteamVR platforms, with the design emphasizing immersive, replayable puzzles that reset daily to allow creative problem-solving. Concurrently, GYLT is a first-person narrative-driven adventure addressing bullying through surreal horror elements, stealth, and puzzle-solving in a melancholic, fantasy-reality blended world tailored as "gateway horror" for younger players. Originally exclusive to Google Stadia on November 19, 2019, and self-published by Tequila Works, it expanded multiplatform on July 6, 2023, to PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and PC, followed by Nintendo Switch on March 14, 2024, highlighting the studio's focus on intimate, empathetic storytelling. Tequila Works' most recent fully developed game, Song of Nunu: A Story, is a co-developed action-adventure under Riot Forge, featuring yeti protagonist Nunu and his companion Willump in the Freljord region, with mechanics centered on companionship, environmental puzzles, and traversal through icy landscapes. Published by Riot Forge and built on Unreal Engine 4, it released on November 1, 2023, for , , , Xbox Series X/S, , and PC, embodying the studio's philosophy of crafting meaningful, emotion-rich single-player experiences that explore loss and friendship within established universes.

Published and co-developed games

In 2017, Tequila Works expanded its operations into publishing and co-development roles, supporting external studios on select projects to diversify its portfolio beyond in-house titles. One of the studio's key co-development efforts was The Sexy Brutale, a time-loop murder mystery adventure game released in April 2017 for PlayStation 4, Xbox One, and Windows PC, with a later Nintendo Switch port in 2018. Co-developed with UK-based Cavalier Game Studios, Tequila Works contributed significantly to the art direction, visual design, and overall aesthetic, enhancing the game's hand-drawn, casino-themed environments that blend whimsy with tension. The title tasks players with preventing murders at a recurring masked ball by rewinding time and observing events non-linearly, earning praise for its innovative puzzle mechanics and narrative depth. Tequila Works also handled publishing duties in certain regions, helping the game achieve critical acclaim and commercial viability on multiple platforms. Tequila Works served as publisher for The Invisible Hours, a VR-exclusive mystery adventure developed by GameTrust Games and released in October 2017 for platforms including , , and . The game immerses players in a non-linear experience set within a single Victorian-era mansion, where they observe overlapping timelines involving suspects in a plot, without direct interaction but through free exploration and eavesdropping. Tequila Works' involvement focused on production oversight and distribution, supporting the title's emphasis on "" elements that allow multiple story paths to unfold simultaneously. It received positive reception for its narrative complexity and technical innovation in storytelling. Additionally, Tequila Works published WonderWorlds, a developed by Glowmade and soft-launched in November 2017 for devices. The title featured exploration, crafting, and in a vibrant, imaginative world, drawing comparisons to creation-focused games like LittleBigPlanet with its emphasis on building and adventuring in procedurally generated realms. Targeted at audiences, it incorporated touch-based controls for seamless play, though the project was ultimately discontinued after a limited release phase. Tequila Works' publishing role helped promote the game's creative tools and artistic style during its brief availability.

Reception and legacy

Critical reception

Tequila Works' games have generally received positive to mixed critical reception, with an average Metascore of 74 across their portfolio, reflecting praise for artistic direction and narrative depth alongside occasional critiques of execution. The studio's output, primarily titles emphasizing emotional storytelling and atmospheric design, has built a reputation for innovative experiences that resonate with niche audiences, though commercial success has varied due to platform limitations and market challenges. The studio's debut title, Deadlight (2012), earned a Metascore of 68/100, with reviewers commending its atmospheric setting and noir-inspired visuals but criticizing imprecise controls and repetitive platforming. Despite these flaws, it achieved modest commercial success on , selling approximately 4.9 million copies worldwide. RiME (2017) fared better critically, garnering a Metascore of 80/100 and lauding its stunning visuals, emotional narrative, and puzzle-platforming, though some outlets noted the puzzles as occasionally simplistic. The game saw strong player engagement, with estimates indicating over 400,000 units sold on alone, contributing to its commercial viability across multiple platforms. The Sexy Brutale (2017), co-developed with Cavalier Game Studios, received strong acclaim with a Metascore of 83/100, particularly for its innovative time-loop mechanics and murder-mystery intrigue reminiscent of blended with . It achieved niche success, generating approximately $2.3 million in revenue and selling around 165,000 units, appealing to fans of puzzle adventures. GYLT (2019), a Stadia exclusive at launch, scored 72/100 on , appreciated for its narrative tackling and through a young protagonist's journey, though its exclusivity initially limited reach. Post-Stadia ports expanded accessibility, but sales remained constrained, with Steam figures estimating about 34,000 units sold. Song of Nunu: A League of Legends Story (2023) received favorable reviews at 75/100 on , praised for its accessible co-op puzzles, heartfelt story of friendship and grief, and seamless integration with the universe, which boosted appeal among the franchise's fanbase. It sold roughly 87,000 units and generated $2 million in revenue, benefiting from ' publishing support. Overall, Tequila Works established itself as a purveyor of artistic, narrative-driven indie games that prioritize emotional impact over blockbuster mechanics, yet faced inconsistent commercial viability amid funding issues and platform dependencies.

Industry impact and closure aftermath

Tequila Works made significant contributions to the narrative indie adventure genre through titles like RiME (2017), which emphasized emotional storytelling and non-violent gameplay mechanics, drawing players into introspective explorations of loss and discovery without combat elements. This approach influenced subsequent puzzle-adventure games by prioritizing atmospheric world-building and subtle puzzle integration over action, as seen in the game's painterly visuals inspired by artists like Salvador Dalí and its focus on player-led interpretation of narrative themes. The studio's work in this vein helped elevate indie titles as vehicles for poignant, experience-driven storytelling amid a market dominated by high-budget action games. As a Madrid-based studio founded in 2009, Tequila Works played a pivotal role in the game development scene by fostering local talent and establishing the city as a creative hub for innovative projects. The company's boutique model, led by veterans from film and , mentored emerging developers through collaborative environments that blended artistic ambition with technical expertise, contributing to Spain's growing reputation in . Titles like Deadlight (2012) and (2017) showcased this talent pool, helping to attract international partnerships and inspire a new generation of studios focused on narrative depth. The studio's closure in 2025, following insolvency filing in November 2024, led to the fragmentation and low-cost auction of its intellectual properties, including rights to RiME, Gylt, and four in-development projects such as a potential RiME sequel titled The Ancient Mariner and a dungeon tour-guide adventure titled Dungeon Tour. These assets were sold piecemeal via public auction starting in April 2025, with some IP bundles fetching under €400; the auction concluded in May 2025, but details on buyers and final dispositions remain undisclosed as of November 2025. Ongoing projects, including a playable demo for an unreleased Deadlight sequel, were lost, while opportunities for remasters—such as The Invisible Hours (2017)—emerged as buyers acquired rights for potential revival. The aftermath underscored broader risks for studios reliant on major partnerships, exemplified by Tequila Works' 2022 acquisition of a controlling stake by , which owns and initially promised stability but failed to shield against "prolonged market conditions." Layoffs in 2024 and the cancellation of an unannounced title preceded the shutdown, highlighting how economic pressures and shifting publisher priorities can destabilize even critically acclaimed independents. This case has prompted industry discussions on sustainable funding models, emphasizing the need for diversified support to prevent talent dispersal and IP fragmentation in vulnerable creative sectors.

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