Time flies when you’re blowing sh*t up. It’s already been two decades since Avalanche Studios was founded back in 2003. Much like Rico Rodriguez on a death-defying dictator removal mission, a small strike team of developers dove head-first into Just Cause. The initial spark of an idea was to empower players to land on a moving car, but the team would eventually achieve so much more – like redefining open-world vastness, player agency, and emergent gameplay.
But the chaos isn’t confined to Just Cause. Avalanchers have applied polygon pyrotechnics to the dystopian wastelands of Mad Max and Rage 2, the top-down carnage of Renegade Ops, and our self-published Second Extinction, Generation Zero, and open-world roguelite Ravenbound. We’ve also become avid hunters and anglers, thanks to the best-in-class outdoor experiences of theHunter: Call of the Wild and Call of the Wild: The Angler.
All of these games and services are made possible by our proprietary tech, Apex - Avalanche Open World Engine™. Two decades in the making, it enables breathtaking vistas, vast and dynamic open worlds, and endless creative possibilities.
It’s been a wild ride, but we have no intention of slowing down. We’re currently hard at work on the co-op smuggler’s paradise Contraband in partnership with Xbox Game Studios. And behind the scenes, our creative divisions Avalanche Studios, Expansive Worlds, and Systemic Reaction are cooking up even more epicness.