Independent game studio · Toronto, Canada

Superhero games you win by thinking.

Infinite Evil Studios makes story-driven superhero games with real stealth, comic book worlds and heroes who outsmart the room instead of outmuscling it.

Now in developmentSage: Psychic SpyWishlist on Steam
Sage, the masked psychic spy, mid-leap with telekinetic energy around her hand.

Our game · In development

Sage: Psychic Spy

A stealth action-adventure where your mind is your weapon. Read minds for intel, use telekinesis to turn the room into a tool, and slip through Krad City without leaving a trace.

  • Read Mind Steal door codes, patrol plans and secrets from the people who know them.
  • Telekinesis Open a door, kill the lights or move a crate from across the room.
  • Psychic Vision Sense every mind around you, through walls, before anyone sees you.

What we value

Four things we
won’t trade away

They decide what goes in our games, who we hire and how we treat each other. When a call is hard, we come back to these.

  1. 01

    Player first

    Every feature has to earn its place with the player.

    We design from the player’s side of the screen. In Sage, a mechanic stays only if it makes you feel sneakier, more psychic or more like a spy. If it doesn’t, we cut it, no matter how long it took to build.

  2. 02

    Growth mindset

    Play it early, listen hard, get better.

    We put builds in front of players long before they’re pretty, and we treat what we hear as the most useful thing we’ll get all week. The same goes for people: early-career developers ship real features here, alongside leads who mentor them.

  3. 03

    T-shaped specialists

    Deep in one craft. Fluent in the rest.

    Our programmers sit in design reviews and our artists sit in playtests. Everyone goes deep in their own discipline and knows enough of everyone else’s to make the whole game better, which is how a small team builds something that feels bigger.

  4. 04

    People over product

    Good games come from teams that look after each other.

    The game matters, but the people making it matter more. Everyone who contributes is credited, and our contributor agreements put that in writing. We build teams where people from every background do their best work, and we look after them.

How we make games

Built like a bigger studio. Run like a small one.

A small, senior-led team working in Unreal Engine 5, with access to motion capture stages and recording booths usually reserved for much larger productions.

How we work
The team setting up a motion capture session in a studio space.
Motion capture session, Toronto
  • Design

    Systems before set pieces

    Our stealth is built on systems that react. Guards perceive, investigate and call each other in, so every room becomes a puzzle you can solve more than one way. Levels are open and non-linear, and no route is ever locked behind a single ability.

  • Performance

    Captured, not just keyframed

    We direct motion capture and voice sessions with our animators, actors and audio team. Our first project shipped with 26 pages of recorded, directed dialogue. Performance is how a comic book world starts to feel alive.

  • Look

    A style we built ourselves

    Inked outlines, cross hatching and flat painted colour, rendered by a cel-shading pipeline we built in Unreal Engine 5. Light is part of the design: it’s both the danger and the guide.

  • Production

    Playable, every milestone

    Every milestone ends in something you can pick up and play. We plan in sprints, track every asset, and test the build constantly, which is how our first team went from an empty project to an 18-minute playable game in four months.

One shared universe

Every hero we make lives in the same world.

Supernatural threats are on the rise, and Phantom Division, a black-ops team of superheroes, is the answer nobody is supposed to know about. Sage first appeared in our debut, Operation: Ghost Town, before earning a game of her own. She won’t be the last.

See our games

The studio

The people behind the mask

Meet the team
  • Portrait of Mahir Muhammad

    Mahir Muhammad

    Founder, Creative Director & Producer

  • Portrait of Aleksei Erdakov

    Aleksei Erdakov

    Lead Programmer

  • Portrait of Oleksandra Pylypiva

    Oleksandra Pylypiva

    Programmer

  • Portrait of Vika Gnatenko

    Vika Gnatenko

    3D Character Artist

  • Portrait of Monica Botelho

    Monica Botelho

    Audio Director