We're modders. Builders. Obsessives. We've spent over 15 years crafting game experiences that pull you in and never let you leave.
In 2011, we weren't a studio. We were players. Players who looked at the games we loved and thought "this could be more."
What started as tinkering with Arma mission files grew into something bigger. We learned scripting, then systems design, then full game mode architecture. We didn't go to school for this. We learned it by doing it. Building, breaking, rebuilding, and shipping experiences that real players actually wanted to come back to.
That obsession hasn't changed. Over 15 years later, we're still the same team at our core: people who play the games we build, who test every loop until it feels right, and who won't ship something unless it passes the only test that matters. Do you want to play again?
Every game we touch gets the same treatment. We tear down the default experience and rebuild it around a core loop that's genuinely addictive. Not through manipulation, but through great design.
We don't reskin vanilla gameplay. We design entirely new progression systems, faction dynamics, and reward structures from scratch. Every game mode has a custom loop built to keep players engaged session after session.
Our game modes are built around the psychology of play: clear goals, escalating challenge, meaningful choice, and the constant pull of "one more run." We study what makes players come back and we engineer that feeling into everything we build.
A game mode without an identity is forgettable. We build complete brands: names players recognize, communities they belong to, and aesthetics they're proud to represent. Arma Wasteland. Rusty Kingdoms. These aren't servers, they're institutions.
We play our own servers. We're in the Discord. We read every piece of feedback. The communities we build aren't just user bases. They're the reason we do this. Every decision filters through one question: is this good for the player?
Arma and Minecraft are home today, but we've shipped across Rust, DayZ, and the wider modding world too. Every engine has its own quirks, limits, and possibilities. 15 years of crossing between them is what lets us bring lessons from one ecosystem into the next.
Since 2011, we've been building, testing, and refining. Every failed experiment taught us something. Every community told us what worked. The result is a team that doesn't guess. We know what makes a game mode stick.
Tonic Modding starts in Arma 2: Operation Arrowhead. First mods, first servers, first taste of what it feels like to build something players actually want to come back to.
Arma 3 drops and the IWPG team finds each other. Different backgrounds, same obsession. Wasteland takes shape as a real game mode with faction warfare and persistent systems.
The Exile server launches and becomes the proving ground for everything we believe about game design. Custom game loops get built, tested, broken, and rebuilt until they stick.
Total Punishment Gaming takes off. Community building goes from a side effect to a core skill. We learn how to grow, manage, and keep player communities alive long term.
Wasteland comes to Arma Reforger with a completely rebuilt codebase. Modern systems, same brutal gameplay that made the original a legend.
Development starts on Rusty Kingdoms, our first Minecraft brand. Medieval kingdom building meets block-by-block survival. The Kingdoms franchise begins to take shape.
Rusty Kingdoms goes live. Medieval kingdom building, rebuilt for Minecraft. The Kingdoms franchise plants its flag and the empire keeps building.
We've been at this since 2011 and we're not slowing down. If you want to play, collaborate, or just talk games, come find us.