The studio
A small studio
for bigger worlds.
Solo Frogs is an independent game studio. We make original games that are bold, beautiful and a little bit unhinged — and we put them where anyone can play them: one link away.
Why a frog?
A frog on its own is quiet, patient and surprisingly good at jumping a very long way. That’s the whole plan.
We’re a deliberately small team. No committees, no focus-grouped sequels, no live-service roadmap. Just a handful of people who love games that make you feel something — dread, wonder, joy, the urge to call a friend at 2am and say “you have to play this”.
Our first game, HUM, is a Backrooms horror built entirely for the web: real-time lighting, fully voiced, ten levels deep, and free to play in a browser tab. It won’t be our last, and it won’t all be horror.
What we believe
Four rules on the studio wall.
Original worlds
No licences, no clones. Every game starts from a feeling nobody else is making.
Browser first
If you have a link, you can play. We sweat load times so you never wait at a launcher.
Playable, always
Every build is a game someone can finish. We find the fun by playing, not planning.
Feel something
Scared, delighted, unsettled, moved — anything except bored. That’s the bar.
The pond
Small team. Every discipline in the room.
All frogs. Mostly.

Art
Makes the dark look good. Light, mood, materials and the exact shade of wrong yellow.

Engineering
Renderers, AI directors and save systems — and the code that makes it all run in a tab.

Audio
Room tone, creatures, voices in the walls. The reason you’ll take your headphones off.

Design
Levels, pacing and the moment you stop walking and don’t want to turn the corner.
How we work
Design by playing.
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Checkpoints, not milestones
Every few days the game is playable start to finish in its current scope. If it isn’t fun yet, we know straight away.
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Research the dread
For HUM we wrote a full lore bible, mapped every level to player metrics and studied what actually scares people — before a single wall went up.
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Tools that keep us small
Procedural levels, node-based shaders and a custom horror director let a tiny team build big, strange places.
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Sound from day one
Audio isn’t a polish pass. The hum was in the game before the walls were.
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Game out now
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More in the pond
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Downloads required
∞
Corridors, approximately
Careers
The door’s open.
We’re hiring a few brilliant, slightly odd people.
See open roles
Press
Writing about us?
Logos, key art, screenshots, trailer and fact sheets.
Open the press kit