Görkem Berka Öztürk
Co-Founder · Game Developer
Works on Anvil Legends' game design, programming and visual world. When he is not at the anvil, he is chasing new mechanics.
◆ About us ◆
ScorchByte Studios is an independent game studio founded by two developers who love making games.
◆ Our story ◆
It all began with a simple question: what if every strike of a blacksmith's hammer were an adventure? That question became a small prototype, then a game, then a studio.
ScorchByte Studios was founded in 2026. With our first game, Anvil Legends, we're trying to build a mobile game that looks great and treats its players honestly.
We're a small team, so we move fast, listen to players directly and forge every release with our own hands.
◆ What's in a name ◆
To sear, to burn with flame. The anvil's searing fire; the heat that shapes an idea. It stands for our passion and the effort we pour into every game.
The smallest building block of the digital world. The code that turns fire into a game; it stands for our precision and technical craft.
Put them together and you get code forged in fire. That's where the flaming S in our logo comes from.
◆ Vision ◆
We want to be a studio that stays small but thinks big: make fewer games that leave a mark, build communities that grow with their players and show that an independent team can reach world-class quality.
◆ Team ◆
Co-Founder · Game Developer
Works on Anvil Legends' game design, programming and visual world. When he is not at the anvil, he is chasing new mechanics.
Co-Founder · Developer
Runs the studio's infrastructure, publishing and community side, and is among the first to play every new build.
◆ Our principles ◆
Your time matters. Meaningful progress in a short break, and a new goal even hundreds of hours in.
In ranked battles both sides fight by the same rules. Nothing bought bends the rules against you.
Ads only play when you choose, always for a reward. Never in the middle of play.
Every facet, light and spark of our low-poly world is shaped by hand.
We read every email. Much of each update grows out of player feedback.
We don't ask for anything the game doesn't need, and we say plainly what we collect.