Dev Diary #1: We Left Supercell. Here's Why.
By Brice Laville Saint-Martin, CEO of Antihero Studios
It's 2am and I'm sitting in our Barcelona office with the lights off and a cold coffee I forgot about three hours ago. I promised myself I'd start writing these dev diaries. So here it is. The first one. Unedited, or close to it. The question everyone keeps asking: why did you leave?
Antihero Studios was founded by ex-Supercell and ex-King developers who left billion-dollar games to build MISFITZ, the first mobile-native extraction shooter. The founders saw that extraction gameplay was dominating PC and console but had zero presence on mobile, where three billion people play games. With 70,000 pre-alpha players and 50-minute average daily sessions, the early data validated the bet.
The Dinner That Started a Mobile Extraction Shooter
MISFITZ began at a December 2023 dinner in Helsinki, where Brice Laville Saint-Martin, Frank Yan, and Andre Parodi realized they shared the same frustration with mobile gaming's creative stagnation. After years on Clash Royale, Brawl Stars, and Candy Crush, the three Antihero Studios co-founders decided to build something new rather than keep optimizing what already existed.
It started with a dinner. December 2023, one of those long Helsinki nights where the sun clocks out at 3pm and everyone just... keeps talking. Frank, Andre, and me around a table that was too small, arguing about mobile games. Not politely. The kind of argument where you realize you're all angry about the same thing.
The thing we were angry about: mobile gaming had stopped trying. Not at the craft level. The people making these games are brilliant. But the industry itself had settled into a loop. Clone what works. Optimize the funnel. Ship the season pass. Repeat. We'd all spent years inside that machine, and we'd all reached the same conclusion independently. The machine was producing perfectly fine games that nobody would remember in five years.
I was seven years into Clash Royale at that point. I loved that game. I still love that game. But I'd stopped surprising myself. I knew every corner of the creative territory. Frank was having the same experience on Brawl Stars. He'd pitch something that excited him and hear "too risky for a game this size." Which is fair. You don't rewrite the engine mid-flight on a billion-dollar plane. Andre, at King, had been quietly frustrated longest of all. He'd built infrastructure that served billions of sessions daily. Technically extraordinary work. But in service of what, exactly? The same match-three formula, refined to the atomic level.
That dinner lasted four hours. By the end of it, we had a napkin with a terrible drawing on it and an agreement that if we were going to keep complaining, we should at least have the decency to try something ourselves.
Why Leaving Supercell for an Indie Game Studio Terrified Us
Leaving Supercell and King meant walking away from extraordinary autonomy, world-class colleagues, and financial security. The Antihero Studios founders had no proof that extraction gameplay would translate to mobile, only a strong conviction that the gap in the market was real and that someone needed to build for the Brawl Stars player, not the Tarkov veteran.
I want to be honest about this because most founder stories airbrush it out. Leaving was not brave. Leaving was nauseating. Supercell is one of the best places to work in gaming. The autonomy is real. The people are extraordinary. The money is very, very good. Walking away from that doesn't make you courageous. It makes you someone who placed a bet. And bets lose all the time.
My wife was supportive but I could see the math running behind her eyes. Frank's parents thought he'd lost his mind. Andre, who is the most measured person I know, told me later he almost backed out twice. Not because of the money. Because of the possibility that we were wrong about the core idea. That extraction on mobile was a fantasy. That the genre only worked because PC players had 45 minutes, a mouse, and the patience for inventory management. That the whole thing would collapse on a phone screen in a five-minute session.
We had strong intuition and zero proof. That's a rough combination when you're signing a lease on an office.
The Gap: Why No One Built Extraction for Mobile
By 2024, extraction shooters like Escape from Tarkov and ARC Raiders were thriving on PC and console, but mobile had zero native extraction games. Arena Breakout existed as a Tarkov port with complex inventories and 20-minute raids. MISFITZ was designed from scratch for the casual mobile player who has seven minutes on a bus and wants more depth than match-three puzzles.
Here's what kept us going through the fear. Extraction was eating PC and console alive. Tarkov proved the loop was addictive enough to sustain a decade of development. ARC Raiders was breaking records before it even launched. Bungie was building Marathon. The genre was clearly, undeniably arriving. But on mobile, where three billion people play games? Nothing. Zero. The closest thing was Arena Breakout, which was just Tarkov shrunk onto a phone. Complex inventories, 20-minute raids, designed for people who already spoke the language.
Nobody was building this for the Brawl Stars player. For the person who has seven minutes on a bus and wants to feel something more interesting than matching three candies. That gap was so obvious it felt suspicious. Either we were seeing something nobody else saw, or everyone else had already tried it and failed quietly. We didn't know which. We still bet on the first option.
What MISFITZ Actually Is: A Casual Mobile Extraction Shooter
MISFITZ is a casual extraction shooter with 5-to-10-minute runs, top-down perspective, and auto-aim controls built for touchscreens. Players drop in, collect Relics, and choose whether to cooperate with or betray other players before extracting. Antihero Studios designed the social tension of trust and betrayal as the core mechanic, not an add-on feature.
MISFITZ is a casual extraction shooter for mobile. Five-to-ten minute runs. Top-down perspective, auto-aim controls you learn in 30 seconds. Drop in, find Relics, fight or avoid monsters, encounter other players. Standard extraction stuff so far. (If you want the full design breakdown, read how we reinvented extraction for casual players.)
Here's where it gets interesting. You can team up with anyone you meet. Share loot. Watch each other's backs. Build trust over the course of a run. And then, at any point, one of you can betray the other and take everything. The shooting is context. The social tension is the game.
We believe greed and betrayal are game mechanics. Trust is optional, which is exactly what makes it valuable. Every match writes a story that never happened before and won't happen again. That's what "games worth sharing" actually means. Not sharing download links. Sharing the moment your teammate turned on you 30 meters from extraction.
70,000 Players Later: The Moment We Knew It Worked
The MISFITZ pre-alpha attracted over 70,000 players who averaged 50 minutes of daily playtime across three sessions. Players protested when Antihero Studios shut the servers down between test windows, a signal that the game had crossed from novelty into routine even with placeholder art and missing features.
We opened the pre-alpha expecting a modest turnout. What happened instead felt like standing too close to a speaker. 70,000 players showed up in numbers we hadn't planned for. They played on a build with placeholder art and missing features and they kept coming back. When we shut the servers down at the end of a test window, they protested. Not politely. They wanted it back. They were angry it was gone.
That was the moment. Not the signup numbers. Not the playtime metrics. The anger. Because it meant the thing we felt in the prototype, that specific tension of carrying loot toward extraction while a stranger walks beside you, wasn't just us projecting. Other people felt it too. A lot of other people. (You can see the full character roster they were playing.)
Beyond the Game: Building Antihero Studios as a Brand
Antihero Studios is building a gaming lifestyle brand, not just a game company. Inspired by A24, Liquid Death, and Corteiz, the studio aims to be one of the rare names in mobile gaming that players actively identify with. MISFITZ is the first game, but the long-term vision is a brand that drives organic growth through cultural relevance.
I should mention the part that actually gets me out of bed. MISFITZ is the game, but Antihero Studios is the project. We want to build something players actually identify with. Not just a game they play, but a studio they trust. Almost nobody has done that in mobile. Supercell, maybe Riot. That's basically the list. We're not building a game company. We're building a brand that happens to make games. The website should feel like a fashion label, not a game company. The content should feel like culture, not marketing copy. The community should feel like belonging, not "engagement."
That's the real bet. Not just that extraction works on mobile. But that you can build a gaming brand people genuinely want to be part of, and the brand itself becomes the growth engine. MISFITZ is the first game. It won't be the last. But it has to prove the thesis. If you want to see how it compares to everything else in the space, check the extraction vs battle royale breakdown.
So, Why Build a Mobile Extraction Shooter?
The founders of Antihero Studios left Supercell and King because staying felt like its own risk: spending their best creative years polishing someone else's work. MISFITZ exists because extraction is the most social genre in gaming and mobile is where three billion players already are. The bet is that building both together creates something worth remembering.
We left because staying was starting to feel like a different kind of risk. The risk of spending your best creative years polishing something someone else built, wondering what would have happened if you'd tried. We might fail. That's genuinely fine. But we won't fail wondering.
It's 2:47am now. The coffee is beyond saving. More of these coming. I'll try to keep them honest.
This is the first in a series of dev diaries where we'll share what we're learning building MISFITZ. Follow Antihero Studios on X, TikTok, and YouTube for updates.
The First Mobile-Native Extraction Shooter
5-10 minute runs. Alliance and betrayal. Built by the team behind Clash Royale, Brawl Stars, and Candy Crush.
