What is Deck13?

Deck13 Interactive is one of Germany’s leading developers. Employing more than 60 and with studios located in Frankfurt and Hamburg, Deck13 Interactive has developed over 20 titles, including major releases such as Lords of the Fallen. With the “Deck13 Games” label the team established a publishing service in 2014 to help independent developers bring their projects to wider audiences. With an experienced team and access to the major console markets Deck13 Games is a growing division, with more than 10 published titles in which Deck13 has managed Producing, Localization, QA, Marketing, PR & Distribution.

Deck13 Interactive was founded in 2001 by Jan Klose and Florian Stadlbauer. We started as a traditional development studio and with the release of Ankh we took the Adventure Games market by storm. We build ourselves a name with creative story telling, intelligent puzzles and a heartwarming humor. Adventures are our roots but we soon moved into the RPG genre.

With Venetica we paid the genre a first visit and with Lords of the Fallen we made ourselves a name on the international stage. In the meantime we founded second studio in Hamburg which is focused on working with the Unity Engine.

Deck13 Frankfurt

In our Frankfurt office we create games with the FLEDGE Engine. It is an inhouse created tech build for our needs which gets improved on a daily base. We create games with character, currently with a strong focus on RPGs. We try to hire the most talented people and if you think you’re one them, take look on our job listings and apply!

Deck13 Hamburg

Our studio in Hamburg is focused on projects based on the Unity Engine and has build up massive experience when it comes to economy simulations. The team itself was created out of former employees from Cranberry Production. Our Hamburg team is currently working on TransRoad.


We’ve built a game engine for Playstation 4 and Xbox One from scratch. It was hard work. But it was worth it. Now we’re working with our own tech and we can do what we want with it. We don’t need to pay licencing costs to anyone and we can expand it in whatever direction we want. Our tech team’s core programmers are adding features every day, extending the graphical powers and the editor to create our next games. Our designers and artists can use our unique “What you see is what you play” editor where they can input their assets, change gameplay, and play through the level at the very same time. And still there is so much to do to be ready for our next titles.