Start with the feeling.
Before feature lists, we ask what a moment should do to you—and what should stay with you after it ends.
Studio / 2026
Design the moment.
Make it linger.
We start with a feeling, then build the systems that make it real. We prototype, play, tune and play again until the moment lands—because the experience is the product.
Where the signal began
Psychosis grew from a long relationship with games: from the formative spirit of Psygnosis to the scale and craft associated with Sony and Rockstar. That perspective carries more than 30 years of development knowledge and design practice into a new, deliberately different shape.
Games are hard-wired into us—not as nostalgia, but as a language for systems, atmosphere, challenge and discovery. That heritage has been shaped by work around some of the world's biggest games, now distilled into a smaller studio with room to experiment.
Why Psychosis? A break in the expected signal. A shift in perspective where the familiar turns strange, charged and newly playable. That is where our work begins.
No churn for churn's sake. We care about the experiences we create, and we stay with them until they feel honest, responsive and worth remembering.
Before feature lists, we ask what a moment should do to you—and what should stay with you after it ends.
Every system earns its place through repetition, tuning and the quiet test of whether it actually feels good.
We do not ship for the sake of churn. We make experiences we love, with enough shape to leave a mark.
Brand / Identity
The Psychosis identity is a split signal: precise typography interrupted by a single red event. Every shape starts with a feeling, then finds the form that can carry it.
#F7F6F2#E61627#070708ABCDEFGHIJKL
MNOPQRSTUV
WXYZ 0123456789
Psychosis Ltd / AI usage policy
We use AI to speed up creative exploration, finish details and support testing and deployment. The work itself remains human-authored, human-originated and accountable to the people who make it.
Our worlds, narrative, visual direction, designs and brand materials are authored by human creators. We develop the point of view, make the choices and stand behind the result.
We use AI to move creative exploration and finishing forward. Any output is a draft: our team selects, edits, reworks and approves the final work, which remains human-authored and human-originated.
In code creation, AI can help with bug finding, testing, deployment notes, issue discovery and robustness checks. Engineers own the architecture, security, review and final merge.
We do not ship unreviewed generated work or outsource judgement to a model. Every asset and every release has a human owner responsible for its quality, context and consequences.
The standard
Psychosis is built by games developers and engineers who care about the fundamentals: clear intent, strong systems, considered details and work that survives contact with players. We engineer the moment, then play the hell out of it until it feels right.
First transmission
We design from the feeling outward. Unbound is our first transmission: psychological horror built around tension, curiosity and the texture of being there.
01 // First transmission
Psychological horror / In development
They were never meant to be there. A feel-first descent into the Silent Admission Ward, where tension lives in the spaces between what you see, hear and choose to touch.
Project // Classified
Reserved // Future
Psychosis Ltd / Feel first
We design moments and engineer the feeling all the way through. Unbound: Deliver Us From Evil is our first descent—made to be played, felt and remembered.
Feel-first / channels active info@psychosisgames.uk ↗