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Pure Hold'em Tournaments: Bigger Prize Pots, More XP

28th April 2016

Earlier this month we launched a new update for Pure Hold'em on Steam. We are VERY excited to now be able to share some more details about the recent update and what it means for our Pure Hold'em players! 

As part of the update, a new Scheduled Tournament feature has been added. This invites players to join time controlled tournaments played on defined tables, with bonuses set by ourselves and the development team at VooFoo.


As an added bonus for taking part in these scheduled tournaments a bigger prize pot is available, and players will also earn more XP.

Currently, the tournaments are scheduled for the same time every day and include different tables each day.

The times are as follows:

20:00 GMT / 21:00 CEST / 15:00 EDT / 12:00 PDT

22:00 GMT / 23:00 CEST / 17:00 EDT / 14:00 PDT

01:00 GMT / 02:00 CEST / 20:00 EDT / 17:00 PDT

04:00 GMT / 05:00 CEST / 23:00 EDT / 20:00 PDT

Monday   Tuesday   Wednesday  
20:00 GMT Jack's Table (x2) 20:00 GMT Jack's Table (x2) 20:00 GMT Queen's Table (x2)
22:00 GMT King's Table (x2) 22:00 GMT Queen's Table (x2) 22:00 GMT Ace's Table (x2)
01:00 GMT Jack's Table (x2) 01:00 GMT Jack's Table (x2) 01:00 GMT Queen's Table (x2)
04:00 GMT King's Table (x2) 04:00 GMT Queen's Table (x2) 04:00 GMT Ace's Table (x2)


Thursday   Friday  
20:00 GMT Queen's Table (x2) 20:00 GMT Jack's Table (x2)
22:00 GMT King's Table (x2) 22:00 GMT Ace's Table (x2)
01:00 GMT Queen's Table (x2) 01:00 GMT Jack's Table (x2)
04:00 GMT King's Table (x2) 04:00 GMT Ace's Table (x2)


Saturday   Sunday  
20:00 GMT Queen's Table (x3) 20:00 GMT Queen's Table (x3)
22:00 GMT Masters' Table (x2) 22:00 GMT Masters' Table (x2)
01:00 GMT Queen's Table (x3) 01:00 GMT Queen's Table (x3)
04:00 GMT Masters' Table (x2) 04:00 GMT Masters' Table (x2)

The multiplier amount is shown in brackets next to the defined table for each tournament.

Good luck on the tables!

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UKIE Student Game Jam

25th April 2016

Earlier this month our friends over at Ukie were busy keeping us all on our toes with a series of great events and initiatives as part of London Games Festival! As part of the celebrations, we were invited to support the annual Ukie Student Game and jumped at the chance to get stuck in.

Our Assistant Producer Rachael stepped up to the mark to mentor a great team from London Southbank University, self-titled 'The Slippery Dippers'. (Don't ask).

Want to know more about what it means to be a mentor? Rachael has shared her experience below.

Hello! I’m Rachael and I am the Assistant Producer here at Ripstone. When I’m not looking after our games here, I love to get involved with local gaming events and meetups. Not only is it really fun to get to know your peers working in the industry, it’s also really inspiring and keeps your creative motivation high, so when I get back to work at Ripstone I’m full of fresh new ideas!

Recently, I was offered the opportunity to act as a mentor for Ukie’s 2016 Student Game Jam, which this year was part of the brand new London Games Festival. Given just 36 hours, 15 different student teams from universities across the country were asked to compete against each other to create the best game. Ukie support and encourage upcoming talent in the games industry, whilst also offering students the opportunity to connect with people who are currently working in the games industry. And of course, to finally showcase the students’ abilities in their finished game!

For me, I relished the opportunity of working with a new set of faces that would, no doubt, approach the creative process in a very different way to the way I usually would. I find it invaluable to be encouraged to see things with a new perspective, and to look at things in a completely different way to what has been done before.

As a mentor, my role was to offer advice and guidance to the group that I was assigned to during the process.  Luckily, I was assigned an awesome team who were up for the challenge: Team “Slippery Dippers” from London South Bank University. When the theme of “Utopia” was announced, the team quickly formed a strong game idea that fit with the theme, whilst also keeping in mind the criteria in which they were being judged on.

The game they created, “UrTopia” was a mobile game in which the player has to defend and protect their utopian planet from anything that might threaten its balance. Whether this may be meteors, invasions, natural disasters, it is your job to keep order in this little world of yours.

With this in mind, the team cracked on to make it happen! It was an ambitious game to make in a short time, so I helped them to organise their schedule and responsibilities, whilst also specifying and finalising the structure of the game design. We also performed build reviews together over skype to discuss how the game was progressing, and what their next steps would be. A game jam can be an intense couple of days, so they kept spirits high by creating a Twitter handle for their team, and sharing their progress on their game for other to see and comment on. (You can see their progress by searching for @SlipperyDippers)

When the jam drew to a close in the wee hours of the night, the team delivered the final build of UrTopia to Ukie, and took a well-deserved break after it! Throughout the entire process, they were passionate, involved and eager to receive advice and opinions. After the hand-in, we had a short debrief where we discussed if, indeed, they had found the process useful or not. Fortunately, they said they did enjoy the jam! Some of the reasons included quickly identifying and recognising the strengths in their team mates, whilst also beginning to network with other game students and industry professionals. They even discussed the opportunity of taking part in further jams soon!

The standard of work is always exceptionally high in these game jams, and this year the teams from Brunel University and the University of Chester took home winning prizes. But from working with my team at London South Bank, I know they’re going to go on to create amazing things, so watch out for them in the future!

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Ironcast Commanders: It's Competition Time

22nd March 2016

To celebrate the launch of Ironcast on PS4 and Xbox One we are giving away a pair of custom steampunk controllers! 


Ironcast stormed onto PlayStation 4 and Xbox One earlier this month, combining turn based strategy combat with a rich, alternate 1880's timeline. In true Ironcast style, the controllers up for grabs are hand designed and feature custom steampunk-esque leatherwork and studding.

So, you may ask, 'How do I get my hands on one?' 

To be in with the chance of winning either a PS4 controller OR an Xbox One controller, all you have to do is send us a design for your own unique war mech or Ironcast. 

Sketch it, paint it, build it using Lego, design it in PhotoShop; do whatever it takes to bring your Ironcast to life!

The guidelines for submissions (there are only two) are:

- Each entry must specify which controller competition the entry is for. (PS4 OR Xbox One) Each entry can only be entered for one competition.
- Submissions must be emailed to or shared on Twitter using the hashtag #IroncastPS4 for the PS4 controller competition, or #IroncastXB1 for the Xbox One controller competition.

Two winners will be chosen and each will receive a custom Ironcast controller, a copy of Ironcast, signed artwork from the developer Daniel at Dreadbit Games and some other cool stuff from the Ripstone office! We will also be selecting some runners-up who will win some cool Ironcast swag and a copy of the game.

The last date for entries into the competition is Friday 22nd April and the winners will be chosen by the Ripstone gang.

Terms and conditions

1. The competition is being hosted by Ripstone Ltd.
2. There is no entry fee and no purchase necessary to enter the competition.
3. No cash alternative to prizes will be offered and the prizes are non transferable. 
4. Winners will be chosen by the Ripstone team and the decision made is final.
5. All entrants of the competition agree to the use of his/her name and entry in any publicity material produced by Ripstone Games and Dreadbit Games.
6. Entry into the competition will be deemed as acceptance of these terms and conditions.

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The Ripstone Girls Go Back to School

18th March 2016

This week we were invited to Upton Hall School in Wirral to talk all things game publishing to a room full of girls thinking about their futures. Who could say no to that?

With Upton Hall being an all girls school, we were delighted to be invited to shout about how much we love what we do! We packed as much cool stuff as we could ('cool' might be a bit optimistic) into the back of Rachael's car and ventured over the water.

The response from the girls was amazing! We spoke to lots of future programmers, artists and designers all thinking about the career opportunities available to them in the games industry. They asked all the right questions, bled us dry of home-made career leaflets and even said nice things about our games! 


The girls at Upton Hall were all aged between 14 and 19, and we think this is a great time to start exploring where the games industry could take them.

For me, I knew early on that I wanted a career in marketing and chose a degree that reflected that decision back when I was 17. On the flip side, our Assistant Producer Rachael studied Architecture at University and now uses all the transferable skills she learnt to keep our lovely indie devs happy and in the loop. There is no right or wrong way to get where you want to be, but here are 5 things that me and Rachael think are pretty important when it comes to exploring your dream job in games!

1. Jump in with both feet 

Think you can see an opportunity on the horizon? Grab it with both hands and make it happen. Work experience, shadowing, internships, Q&A sessions; these are all great ways to learn more about what you want to do and how you're going to get there. 

2. Build the perfect portfolio
Artists, PR gurus, journos, designers; this one is important! Pull together your best pieces of work and make sure it's accessible online. Try to ask someone for constructive feedback, and look out for UKIE career bars at events throughout the year. The lovely UKIE gang are there to offer support with CVs and portfolios specific to the games industry. 

3. Do your research! 
Explore all the roles available to you and decide which ones you think you will enjoy, as well as ones that fit your skillset. Our mantra is that it's just as important to love your job as it is to be good at it!

4. Get involved
Twitter is a great place to join the conversation about careers in games. Get involved with weekly events like #ScreenshotSaturday and #IndieDevHour (7pm every Wednesday) and share what you're working on. Also make sure to check out local events in your area that could help you to get your name out there. Liverpool, which is where we call home, hosts loads of great meet-ups for everyone from testers to Internet of Things enthusiasts.

5. Have fun!
As far as we're concerned, working in games is a blast. We love what we do and reckon you will too!

Useful Resources

- Hollie, Social Media & Community Coordinator @ Ripstone

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To Arms Commanders; Ironcast Has Landed on PS4 and Xbox One!

02nd March 2016

Ironcast launched onto PS4 and Xbox One this week with some amazing reviews and gameplay videos storming the Ripstone office! The game is now available on both the EU and US Playstation Store and PS+ members can take advantage of a 20% launch discount this week only.

EU Playstation Store
US Playstation Store

Xbox Store

"Ironcast is one of the most refreshing games I've played in months."
8/10 - PS Gamer

"A Frankenstein-esque steampunk monster of a game." 
81% - Mouse n Joypad

"Ironcast is a marvelous puzzle game that blends perfectly with other genres to create a stunning and addictive experience."
87% - Game Geekz

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Work And Play


    I love games. Since the age of 10 it's all I ever wanted to do (except in 1986 when I wanted to be a fighter pilot), and I'm kinda banking on the prophecy that the geek will inherit the Earth! Having worked on over 50 games in my career so far, setting up Ripstone was the natural thing to do.

    Today I enjoy playing games as much as I did when I was in short trousers. More so actually. But when I'm not chasing trophies on my PS3 and PS Vita you'll find me playing football with my two little boys, or walking the Lake District fells with my friends.


    I’ve worked in the entertainment industries since 1983 when I was a fledgling music producer. In ’88 I got a job as a radio producer and 9 years later got my first games industry job as an external producer at Psygnosis.

    After a spell at Codemasters I joined XDev Studio Europe and was there until we founded Ripstone in January 2011.

    All my spare time is spent with my family and friends and I have a drum kit on top of the wardrobe that I’m determined to play again one day.

  • Michelle Turner HEAD OF PR & MARKETING

    My first job in PR was at Disney Interactive Studios, it was a great start to my career working on franchises such as Pirates of the Caribbean, High School Musical and Lumines. I love working in the games industry and engaging with people that are passionate about what they do and the gamers that are passionate about what they play.

    In my spare time I love to travel, whether it's camping somewhere in the UK or living it up in a fancy hotel in Australia. I also enjoy baking, and I write my own food blog so I'm often found cooking up a storm in my kitchen on the weekend.

  • Rachael Gregg-Smythe ASSISTANT PRODUCER

    I've been into games ever since my Dad bought me a NES and secretly let me stay up late to play it! I've always been passionate about art and design so I knew I would want to work in a creative industry. I started my career in the games industry by working at SCEE whilst studying for my Masters in Architecture at Edinburgh University. Since then, I have come to Ripstone for the opportunity to work in an exciting and vibrant atmosphere and to work more closely with a development team.

    When I'm not working on games I like drawing things in Photoshop, watching anime, levelling up on RPGs and reading comics. 

  • Rob Williams PROGRAMMER

    I taught myself to program so I could make games instead of paying attention at school.

    In 2004 my hobby game evolved into a small business, and shortly afterwards I was offered my first job in the games industry. 

    Other than games I enjoy cooking, cocktails and coffee, concurrently or consecutively.

  • Paul Wilson QA TECHNICIAN

    I was first introduced to games when my Dad bought an Atari 2600 back in the early 90s; it got me hooked from day one. Over the years I fell in love with games, wasting countless hours in vast fantasy worlds and killing zombies. Years later I went on to study Computer Games Art at the University of Bolton. After university I worked at SCEE as a QA tester for 18 months. I now work at Ripstone as one of their testers.

    I enjoy playing Saturday league football, keeping fit, practicing guitar, cooking, creating art and spending time with family and friends. 


    After graduating from Liverpool John Moores University with a degree in Culture and Communications and running a community news site on the side, I accepted a marketing role with the first school in the UK to specialise in careers in the games industry. From there I joined the Ripstone team as Social Media and Community Coordinator.

    Outside of work I love exploring; be it getting lost in a great game, travelling to new places or discovering weird corners of the internet. Most of all I'm happiest watching speedruns in my pyjamas, what else are Sundays for?

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Play With Us

Everyone here loves playing games and we want to play our part in creating games that we can all be proud of. To make this happen, we need brilliant people who share our passion. That's why we're always looking for talented, ambitious and enthusiastic teams to work with and brilliant people to come and work with us.

  • Need a publisher?

    If you want a publisher that shares the same indie spirit as your studio then we'd love to talk to you. Ripstone does everything you'd expect from a traditional publisher, but with a twist. We believe indie devs need a more tailored, personal approach to their games and that the relationship between developer and publisher is the difference between a game that is merely good and one that is great. We always like to look at things differently and never focus on processes and procedures, but want to understand what you want and what you need to make great games.

    So, if you've got a great game and you want the world to be able to play it, let us see if we can help you.

  • Want to be in our gang?

    We're a playful bunch, we like each other's company, we love our work and we care passionately about the games we publish. We've created a place where people are excited to work. We have ice-cream in the summer, team lunches, celebratory cakes for special occasions and you get an extra day off for your birthday!

    If you want to join the Ripstone team check out the Team Talk area for details of available vacancies or check for updates on facebook and twitter..

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Contact Us

We like making friends so we've made it easy for you to talk to us at Ripstone. Don't be shy, say hello, we'd love to hear from you.

  • Ripstone

    Elevator Studios. 25 Parliament Street. Liverpool. L8 5RN. United Kingdom
  • Press Enquiries

    Want to get updates straight from the horses mouth? Contact us to be added to our media list.
    Our PR team can provide journalists with additional information about Ripstone and all our games, as well as being able to arrange interviews with the developers we work with and provide assets that can be used in the media.


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