by Carter May 21,2025
Five years ago, when Mike and Amy Morhaime founded Dreamhaven, I had the privilege of discussing their vision with several founding members. They were passionate about creating a sustainable publishing and support system for game studios, including the two they were launching at the time, Moonshot and Secret Door, as well as other carefully selected partners.
At the conclusion of our interview, Mike Morhaime revealed a bold ambition for Dreamhaven:
"We want, if I may be so bold as to say, to be a beacon to the industry," he stated, referencing the company's lighthouse logo. "There's a better way to approach the business of games and the operation of a game company that can yield excellent results in terms of product quality, financial success, and work environment. This approach could elevate the entire industry."
During Dreamhaven's inception, numerous studios led by former AAA executives were emerging, each with grand visions for a more sustainable gaming future. However, the industry faced significant challenges in the following years, including a global pandemic, economic uncertainty, widespread layoffs, studio closures, and project cancellations. Many of these pioneering studios either shut down before launching a product or postponed their ambitions indefinitely.
Yet, Dreamhaven has thrived. Recently, the company collaborated with The Game Awards for its inaugural showcase, unveiling not one or two, but four exciting games. Two of these are Dreamhaven's internal projects: Sunderfolk, a turn-based tactical RPG with couch co-op set to release on April 23, and Wildgate, a newly announced crew-based first-person shooter focused on space heists, which we've already previewed. The other two games, developed externally, are being published and supported by Dreamhaven: Lynked: Banner of the Spark, an action-RPG from LA-based FuzzyBot, currently in early access and slated for a full 1.0 launch in May, and Mechabellum, a turn-based tactical auto-battler from Chinese studio Game River. Released last September, Mechabellum is poised for long-term updates and enhancements with Dreamhaven's assistance.This flurry of activity marks a significant milestone for a relatively young company like Dreamhaven. Beyond these projects, Dreamhaven is actively supporting ten other external studios—many founded and staffed by former AAA developers—through various means such as investments, consultancy, and fundraising support. Not all of these partnerships involve publishing, but they all contribute to Dreamhaven's broader mission. At last week's Game Developers Conference (GDC), Mike Morhaime shared that Dreamhaven's leaders aimed to create a "net" to capture and support the industry's dispersing talent.
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“We saw all these studios starting up and we have many relationships,” Morhaime explained. “We knew many of the founders and wanted to establish a framework that would allow us to be helpful and supportive, creating a structure that provides guidance and advice to these studios and incentivizes their success.”
Throughout GDC, conversations revolved around the ongoing industry crisis, with a focus on how the relentless pursuit of profits has led to widespread cancellations, shutdowns, and layoffs. When I asked Morhaime about the balance between craft and business, he emphasized that the two are not mutually exclusive. However, he stressed the importance of allowing room for occasional failure in order to foster innovation.
“I think to create an environment that encourages innovation, you need a certain level of safety and the freedom to experiment,” he said. “We're not opposed to our products being successful and profitable. It's about focus—what are these teams prioritizing? They're not fixated on maximizing profits at every turn. Instead, they're dedicated to creating the best experience possible, which we believe is the best business strategy in the long run. With so much competition and countless games released annually, the only way to truly succeed is by standing out with something exceptional.”
Given that Dreamhaven and many of its partners are staffed by AAA veterans, I asked Morhaime about the most significant lessons from his time at Blizzard. He highlighted the importance of an "iterative" approach to game development.
“It was never a straightforward process. We never followed a perfect plan from start to finish. We always faced obstacles and unexpected challenges, but we had the flexibility and adaptability to address them. Approaching development with an experimental mindset, trying things out, and being willing to revise and improve is crucial to creating something we can be proud of."In contrast, the biggest difference between his work at Blizzard and now at Dreamhaven is the sense of agency.
“Probably the biggest difference is that we have such an experienced team, structured to give a lot of autonomy to our studio leadership,” he said.
“This creates a unique dynamic where the studios have a supportive relationship with the central company. Our central teams exist to meet the studios' needs, and our studio heads and leadership are also founding members of Dreamhaven, fostering a true partnership.”
Our conversation then shifted to new technologies, specifically the controversial topic of generative AI. While the technology has sparked concern among gamers and developers, many AAA companies are quietly integrating it. Dreamhaven, Morhaime noted, is cautiously exploring generative AI, primarily for research and internal policy development, but it's not yet used in their games.
“As a technologist, I find generative AI incredibly exciting. We're witnessing the birth of something truly fascinating. Just a few years ago, I never imagined AI could achieve what it's doing now. There are legal and ethical complexities, and it's challenging to predict its future impact on our lives. Some of these impacts will be positive, while others may be concerning. Ignoring AI won't make it go away, and those who do will be at a significant disadvantage.”Turning to a less contentious topic, the upcoming Nintendo Switch 2, I noted that Sunderfolk and Lynked are slated for release on the Switch, while Mechabellum remains Steam-exclusive, and Wildgate's announcement notably omitted the Switch. Morhaime remained tight-lipped on Wildgate's platform specifics but shared his thoughts on the new console.
“I think console transitions can be disruptive yet invigorating for the gaming industry,” he said. “For a startup like ours, these transitions are a positive. We don't have existing games to worry about, and as a gamer, console transitions are always exciting.”
As we concluded our discussion, I asked Morhaime whether he believes Dreamhaven has achieved the mission he outlined five years ago, to be a "beacon to the industry." He was candid in his response, indicating that it's too early to claim success.
“We need to release games that people love and achieve financial success. Without those, we can't be seen as a beacon,” he said.
“What I truly hope for is that Dreamhaven builds a reputation among gamers, where our brand represents quality and trust. We want players to know that a game from Dreamhaven, regardless of genre, will be something special, sparking their curiosity to explore it.”
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