Models like this rely on staying focused – from initial concept through to delivery – and making clear, deliberate choices about where ambitions matter most.
From day one, MAVRIX had huge ambitions. The creative intent and expectations were driven by the passion and the determination of our client, Cascade. Having a professional athlete at the centre of game development is industry-leading, but we knew we had to do Matt Jones, and mountain biking, justice.
So, as development partners, our challenge was the discipline to build MAVRIX intentionally, without letting scope or process run away from us.
Under the hood of MAVRIX
Development began in summer 2024, launching into Early Access on PC in July 2025. Since then, MAVRIX has been gaining serious momentum. We launched the console port while continuing to work towards full launch in summer 2026.
Over two years, our core team fluctuated between 15-25 devs. There was no room for huge, clunky production cycles. No runaway feature scope.
Getting MAVRIX into the hands of players early was always central to the plan. Early Access allowed our community to play an instrumental role in shaping development, creating a feedback loop that strengthened the development cycle.
Sitting at over 80%+ positive reviews across release platforms, MAVRIX has been embraced by both mountain biking fans and action-sport players alike. Though still early days, this is strong indication that this model is working.
Structure over scale: a core expert team
Throughout development, we have had a core team with clear ownership of features and systems.
Our focus has always been on an authentic player experience – crucial when partnering so closely with a hugely passionate professional athlete of the sport – while never compromising on quality, stability or delivery.
Our team’s prior experience on high‑end racing titles, including Forza, gave us a clear understanding of what would (and wouldn’t) deliver the experience we wanted players to have and what we’d be able to build within our timeline.
At key moments, we have been able to lean into our wider Virtuos network, drawing on our sister studios for global playtesting in the lead up to Early Access launch. This supported quality and feedback at scale, without adding any strain to our core team.
Along with our partners at Cascade, we truly believe we have built something new here that demonstrates what’s possible with a small, focused team.
Experience in a changing industry
The gaming industry is undergoing serious change right now, that much is clear. We are seeing a huge shift in AAA development – large teams, long timelines and escalating budgets are becoming difficult to sustain. Publishers and partners are looking for more predictable, lower-risk development cycles.
In this current climate, focusing on shorter timelines and smaller, highly experienced teams offers clear results and flexibility without sacrificing ambition.
At TKG, we are in a unique position to be able to do exactly that. We can seamlessly scale up with access to global expertise, or scale down as project requirement demands.
Teams like ours are now at the forefront of an evolving industry landscape, offering a middle ground of AAA ambition with modern production realities and sustainable development paths.
We have been incredibly honoured and proud to deliver MAVRIX, one of our most ambitious full-development projects to date, and can’t wait to share more as the game continues to evolve.