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.

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.
- 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.
- 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.
- 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.
- 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
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 gamesThe studio
The people behind the mask

Mahir Muhammad
Founder, Creative Director & Producer

Aleksei Erdakov
Lead Programmer

Oleksandra Pylypiva
Programmer

Vika Gnatenko
3D Character Artist

Monica Botelho
Audio Director
Latest
From the studio

See you at MIGS 2026
We’re in Montréal for the Montreal International Games Summit, November 10 to 11.

First look inside the Selva Dourada Casino
New screenshots from Level 2, “Beginner’s Luck”: gold, marble and a lot of guards who don’t know they’re being read.

Infinite Evil joins Futures Forward
We’ve been selected for Interactive Ontario’s program for emerging Ontario game studios.
Follow the work
Be there when the lights go out.
Wishlist Sage: Psychic Spy on Steam to hear the moment it launches, and follow us for screenshots, devlogs and behind-the-scenes from the studio.

