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Back to BlogFrom Brawl Stars to MISFITZ: Bringing PC-Grade Social Play to Mobile
By Brice Laville Saint-Martin, CEO of Antihero Studios
The mobile games we shipped before this one are some of the best in the medium. But the games we couldn't stop playing at home were on PC. Escape from Tarkov. Hunt: Showdown. Games where the social layer is the point, not a feature. We started Antihero Studios because that kind of play was still rare on mobile, and we thought it shouldn't be.
Antihero Studios was founded in 2024 by Brice Laville Saint-Martin (ex-Art Director on Clash Royale), Frank Yan (ex-Senior Game Designer on Brawl Stars), and Andre Parodi (ex-Technical Director on Candy Crush) to push mobile multiplayer further. Our bet: bring the social emergence of PC extraction games to mobile. Our first game, MISFITZ, is a social extraction game, designed for mobile from day one. Pre-alpha hit 83,500+ playtesters. MISFITZ is coming to the App Store and Google Play.
The Gap Between PC Multiplayer and Mobile Multiplayer
The PC extraction games we loved treat the social layer as the game. Players form alliances mid-raid, talk, lie, negotiate, and walk away with stories. On mobile, that kind of play with strangers was still rare. The opportunity Antihero Studios saw: bring it to the device most people actually game on.
In Escape from Tarkov, you decide every encounter from scratch. Fight or talk. Trust or shoot. The conversations you have with strangers can shape a raid as much as your gear does. ARC Raiders has since taken that idea to a huge audience. Hunt: Showdown turned it into atmosphere. The thing those games share isn't the genre. It's social emergence. The game gives you a frame, and what happens inside it is something the designers didn't script.
Mobile multiplayer is excellent at a lot of things. It's polished, fair, easy to pick up. Most of the time you play with the people you came in with, and strangers are opponents. What we wanted more of was the moment in between, when you meet someone and have to decide whether to team up or shoot. That's the gap we saw. And mobile is where most players live.
The Opportunity We Wanted to Take
Mobile is the largest gaming platform in the world. Many of the most-watched social moments in gaming happen on PC. Antihero Studios saw a clear bet: build a mobile-native game where the social layer carries the same weight as it does in extraction games on PC. Not a port, not a simplification, a game built for mobile from day one with social emergence at its center.
We've all spent our careers in mobile. We've built games that millions of people play every day. Mobile is the platform. It's where the audience is, where the new players are, where most of the next decade of gaming will happen. So if PC extraction games had found something fundamental about how multiplayer can feel, why was it still so rare on mobile?
The honest answer is that mobile-native social emergence is hard. Touch controls fight you. Play has to fit into short windows. Infrastructure has to handle thousands of concurrent strangers without lag spikes. And the design discipline required to make trust between strangers feel real in a run of 2.5 to 7 minutes is different from designing it across a long Tarkov raid. But hard isn't a reason not to try. It's usually the reason something is worth doing.
That's the bet behind Antihero Studios. We left big mobile companies because we wanted to push mobile multiplayer somewhere new. Not because anything was wrong with the places we left. Because the work we wanted to do was somewhere else.
Starting Antihero Studios in Barcelona
Antihero Studios chose Barcelona for the mix of game-dev talent, technical depth, and a cost base that gave us runway to prototype. Three founders, one co-working space in Poblenou, and an IKEA whiteboard that kept falling off the wall.
I found the co-working space first. Frank and Andre joined soon after. The runway was the point: it meant we could prototype for real before we had to raise, and throw away whatever didn't work. Which left the three of us, the whiteboard, and the question we hadn't answered yet: what does this game actually look like?
We knew we wanted social emergence. We knew it had to feel native to mobile, not adapted from PC. We knew a run had to be short enough to play on a bus. Beyond that, we spent weeks arguing about specifics. Frank wanted something competitive at its core. Andre wanted something that pushed mobile infrastructure. I wanted something that looked and felt like nothing else on the platform. The thing we agreed on: we didn't want to make a game we'd already made.
What we kept coming back to were the extraction games we played at home. The genre is hard to translate to mobile, but the moments it creates between strangers were exactly the kind of play we wanted to build. So that became the problem we took on: extraction, designed for mobile from the first sketch, with other players as the part you can never fully predict. We still think that's where mobile extraction is heading.
Why MISFITZ
The name MISFITZ survived a three-week internal debate at Antihero Studios because it captured the game's identity: outsiders and rule-breakers who don't fit the mold the world wants them to fit. Frank still complains about the Z. He's outvoted.
MISFITZ was my idea and Frank hated it immediately. "The Z is gimmicky." "People will misspell it." "It sounds like a children's cartoon." Andre stayed neutral until it mattered. We had a list of 40 alternatives. None of them stuck, and every round of the debate ended back at MISFITZ. The Z stayed.
Six Months to a Working Prototype
Antihero Studios built a playable MISFITZ prototype in six months: top-down perspective, auto-aim, runs of 2.5 to 7 minutes, and temporary alliances with other players. The first playtest confirmed the social emergence worked. Players who lost everything re-queued immediately, which told us we had something.
Every choice in that prototype had a reason. Top-down because it works on mobile and gives you awareness of your surroundings. One stick to move, one to aim, and auto-aim, because touch controls shouldn't fight the player. Short runs because that's how people actually play on mobile. And the part we were most curious about: temporary alliances.
Frank had been adamant about this from the start. You can team up with any player you encounter. Share loot. Watch each other's backs. The alliance is voluntary and temporary, and either side can break it. The game never tells you who to trust. You decide, every time, with real stakes.
In early playtests we kept seeing the same thing. Two strangers team up, fight together, split the loot. Then they reach the extraction point, and one of them takes everything. The player who lost screams at the screen, then queues up again within seconds. That was how we knew the game worked. Not because of the betrayal. Because of the re-queue. Losing everything made them want to go again. That was social emergence on mobile. That was the thing.
Building Antihero Studios as a Brand, Not Just a Studio
Antihero Studios is building a gaming lifestyle brand inspired by A24, Nude Project and Gentle Monster. We believe gaming companies could be some of the coolest brands out there. Very few have tried. The bet: a brand players actually identify with drives organic growth that paid acquisition can't match.
MISFITZ is the game. Antihero Studios is the thing I care about most. We believe there's a massive opportunity to build a gaming brand that people actually want to belong to. Not a logo on a loading screen. A brand with the cultural weight of A24, Nude Project or Gentle Monster. Something players identify with, not just play. That kind of brand is still rare in mobile gaming. We want the studio itself to matter.
That's why the website looks the way it does. That's why the voice sounds the way it sounds. That's why we're writing these posts instead of just shipping patch notes. Every touchpoint is a brand decision. Some of our most important brand images came out of a mistake we had to own: the Graffiti Girl. We believe that if you build something people want to be part of, growth takes care of itself. Not because you ignore distribution, but because organic reach compounds in ways paid acquisition can't.
Where Antihero Studios Is Now
Antihero Studios has grown to 11 people in Barcelona, working toward release. The team is focused on new maps, new characters, better onboarding, and tighter balance after a pre-alpha that exceeded expectations with 83,500 players and 50-minute average daily playtime.
We've outgrown the co-working space and moved into a studio of our own, with a whiteboard that's actually mounted properly. The pre-alpha went better than we had any right to expect. You can read about what 83,500 pre-alpha players taught us.
We're deep in the work now, heading toward release. New characters keep arriving through the year, and every update is a chance to take something people liked in rough form and make it genuinely great. Part of what keeps that pace possible is how we build abilities.
If you want to see how we're thinking about the game itself, the design philosophy post goes deeper on why mobile extraction. And if you want to try MISFITZ, Sign-ups are open.
Last updated: October 23, 2026
Alliances. Real Stakes. 2.5-7 Min Runs.
Built by the people behind Clash Royale, Brawl Stars, and Candy Crush.
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