GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
10 MIN READ TIME

STUDIO PROFILE

HEART MACHINE

Inspired by personal trauma, driven by early success, an indie gem searches for stability

Two words that click together neatly: Glitch City. This, surely, is the sort of place you’d find in the intricate, fidgety, soulful games made by Heart Machine. It’s a place where you’d find the ruined libraries of Hyper Light Drifter, perhaps, where the pixel-art shelves creak under their burdens and computer components are made from chunks of roughly edged stone. You could skate through its pearly clouds, as in Solar Ash, or encounter ghost shanties made from blue plastic, of the kind you come across in Hyper Light Breaker.

Glitch City is a large part of the Heart Machine story, one that predates the studio’s founding. But it’s not a game, nor an imagined world – it’s part of the real one. It started off as a co-working site for game creators in Los Angeles, and has since grown into a community space for the local indie game development scene. Named after a term coined by Pokémon fandom, Glitch City was set up in part by Heart Machine founder Alx Preston, in 2013, back when Preston was doing freelance artwork and, full of hope, entering game jams.

“We wanted a space where we could work with other like-minded people,” he explains. That desire for shared space led first to “art nights”, held once a week in Preston’s garage. “We found that to be nice, just to have some other people around while you’re working on your private projects.” It worked so well that soon Preston and his friends were talking about getting a dedicated space for themselves, so they gathered a group of indie developers and signed a lease on a location. Preston laughs at how easily it all came together – “just from conversation and a need to connect, right?”

It was at Glitch City that Preston founded Heart Machine and worked on the studio’s first release, 2016’s Hyper Light Drifter, an action and exploration game set in a strange, cyber-neolithic ruined world. The development team was small – just five people at the start – and keeping production at Glitch City made sense. “We had a couple of desks there,” Preston says, “and that environment provided just as much value as it did to anybody, [in terms of] being able to talk to people, playtest, get feedback on whatever part of the process we’re on.”

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
August 2025
VIEW IN STORE

Other Articles in this Issue


Edge
How can we turn a 6 into an 8 (and ideally not a 4)?
Videogame magazines and websites have always centred on
EDGE
EDITORIAL Tony Mott editorial director Alex Spencer deputy
Knowledge
State of Playdate
As its second season of games arrives, we catch up with the little yellow handheld that could
Holding on to the past
How is Japan’s Game Preservation Society doing in its mission to preserve its own future?
A comfortable niche
How five years of Wholesome Direct has crystallised a new genre
Changing tide
Develop prepares for celebratory looks at the past mixed with uncertain glances to the future
FRENCH FANCY
Bringing bandes-desinée style to life in The Explorator
Soundbytes
Game commentary in snack-sized mouthfuls
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else
Dispatches
Dialogue
Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com . Our letter of the month wins an exclusive Edge T-shirt
Trigger Happy
Shoot first, ask questions later
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
Six million ways to kill
In deckbuilder Shroom And Gloom , you won’t
Hype
HELL IS US
Rogue Factor’s civil-war dystopia reveals inner struggles
DREAMS OF ANOTHER
Pondering existence with help from an assault rifle
SLEIGHT OF HAND
A stealth adventure that’s all smoke and murders
CLOUDHEIM
Fantasy plus knockabout physics equals pinball wizardry
ROBOCOP: ROGUE CITY – UNFINISHED BUSINESS
Prime Directives become secondary as Robo lets loose
SHROOM AND GLOOM
A delicious dungeon delve that plays with expectation
ROUNDUP
GRAND THEFT AUTO VI Developer/publisher Rockstar Games
Features
A NEW PEAK
Game Big Walk Developer House House Publisher Panic
COLLECTED WORKS
`DEATH RALLY Developer Remedy Entertainment
CREATING HAVOK
How a modest team of Dubliners elevated the art of game physics
THE MAKING OF . . .VENBA
How a small team of Canadian developers came together to cook up a storm
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Kyoto drift
It’s entirely possible that, in order to read these words, you had to tear yourself away from a shiny new piece of Nintendo hardware. If so, we thank you. But that context might make the absence of any Switch 2 reviews in the following pages seem odd. It certainly does to us.
Concrete Genie
Filling in the gaps between art and puzzle design
Returnal
A progress report on the games we just can’t quit
Play
Elden Ring: Nightreign
That FromSoftware’s best-loved games are formulaic is a
Post Script
In Remembrance
Doom: The Dark Ages
Think of Doom , and UI design is
Post Script
Not-so-hidden treasures
Blades Of Fire
M ercurySteam has long shown a knack for
Revenge Of The Savage Planet
Sometimes the blending together of art and life
To A T
There is something quintessentially Keita Takahashi about the
The Midnight Walk
Developer MoonHood Publisher Fast Travel Games Format
The Precinct
Developer Fallen Tree Games Publisher Kwalee Format PC
Monster Train 2
Developer Shiny Shoe Publisher Big Fan Games Format
The Siege And The Sandfox
Developer Cardboard Sword Publisher Plaion Format PC Release
Deliver At All Costs
There are no real repercussions for causing wanton
TMNT: Tactical Takedown
Developer/publisher Strange Scaffold Format PC Release Out now
Chat
X
Pocketmags Support