The bad news is, Glitchnap is going on hiatus.

The good news is, we’re still very good friends, and we’ll be doing cool stuff, maybe even more than before! (Also an Invert update + Steam release is still on its way.)

Why the hiatus? The reason for this is complicated, but here’s the main one: We started off as a clump of students at ITU in 2011, and started splashing around in a lot of different directions. We favored short projects over long commitments, so we did a whole bunch of different things in our first years. But once the dust of our limitless-enthusiasm settled a bit, Glitchnap was going in the direction of doing increasingly large client work projects, with less and less time and freedom to work on indie projects. And after a few years of doing that, we think there are other things we can do with the skills we’ve acquired.

We’re very grateful to have been able to learn on our feet and with support from publishers like Noodlecake, Adult Swim, Cartoon Network and incredible local funding schemes like DFI and Nordic Game (a bunch of this was covered in our 2015 review). We found out we’re pretty good at this. But after doing this for a few years, all of us started to feel like we wanted to steer in a different direction. A few months ago, we took the very hard decision to try our luck independently of each other, at least for a while, rather than try to make Glitchnap something that it is not.

Glitchnap has done amazing things, and has elevated the three of us to be skilled, experienced game designers, developers and business people. It allowed us to work with some of our friends and idols on really cool projects that we’ll remember for the rest of our lives.

While on hiatus, we’ll all be looking for work and opportunities, so if you can think of anything, let us know (contact info below).


We’re not sure whether or when we’ll get back together, or what the coming year looks like, but for now we think it’s important that we all send out the same message: Thank you, and see you soon.


– Glitchnap.


Mads is a game developer and level designer, from Denmark, currently based on a tiny island of the coast of Denmark, where he enjoys a view of the ocean and strong winds. In Glitchnap he’s been in charge of developing underlying game systems as well as level and puzzle design. Mads has 6 years of Software Engineering experience, prior to co-founding Glitchnap, and enjoys disecting and understanding game systems, as the rich and beautiful monsters they are.


Main skills: Unity, C#, C++, JS, Haxe, AS3, Game Development, Level Design, Mobile

Other interests: Prototyping, Event Organization, Teaching, Floorball/Hockey, Puzzles and Brainteasers


Jonas is a UX & Game Designer with a sweet tooth for digital interfaces and playful interactions. With Glitchnap he’s been designing games anchored in alternative controls, multiplayer mayhems and has tried to make mobile games that don’t suck. He is currently teaching UX, prototyping and game design as an external lecturer at the IT University of Copenhagen and The Royal Academy of Fine Arts while exploring what to do next. You can see his game projects at


Main skills: Interaction design, player experience, digital prototyping, agile project management, teaching, strategy and business development.

Other interest: TV series, public speaking, digital toys and his Release Radar playlist on Spotify.


Joon is a game designer and event organizer from Antwerp, living in Reykjavik. With Glitchnap, he has been re-imagining mobile device affordances and physical game controllers through multiple projects. He’s been involved in a myriad of events in the indie games scene, both on and off-stage. His personal work explores the way digital technology can create play situations and novel experiences. GDC-Independent Game Summit Advisory Board member. Complains about technology and makes bad jokes on twitter.

Main skills: Prototyping, Design & Development, Unity dev, Mobile dev

Other interests: Community & Event organizing, teaching, public speaking, interactive installations, bouldering, …

Here’s an overview of some of our favorite projects from the last 5 years:


Unity game engine, scripting in C#
Glitchnap Original IP
Published by Noodlecake Studios
Platforms: iOS, Android


2016 (discontinued)
Unity game engine, scripting in C#
Glitchnap Original IP
Unpublished; Nominated for IndieCade 2015, Honourably Mentioned at IGF 2016
Platforms: iOS / Android (mostly iOS though)

Free Fur All

Unity game engine, scripting in C#, Integrating CDN and Unity Masterserver
Based on We Bare Bears IP
Created as IP Launch title for Cartoon Network Games
Platforms: iOS, Android, WebGL

Try Harder

2013 (Web), 2014 (iOS), 2016 (Android)
Haxe-Flixel game engine, scripting in Haxe
Gltichnap Original IP
Published by Adult Swim Games (Web/iOS) and Noodlecake Studios (Android)
Platforms: Web (flash), iOS, Android


Unity game engine, scripting in C#
Wolfmans Original IP (Wolfmans is a combined effort of Glitchnap and Game Swing)
Unpublished; Created for Roskilde Festival 2014; Showcased at multiple A-MAZE events
Platforms: public events 

Laza Knitez!!

2013 (Ouya), 2014 (Desktop)
Haxe-Flixel game engine, scripting in Haxe
Glitchnap Original IP
Published by Glitchnap ( and Curve Digital (Steam, as part of ‘Indie Mixtape’)
Platforms: Ouya, Desktop (, Steam)