Wireframe issue 26 out now!

We look back over the past 12 months and pick out our absolute favourite games from Wireframe’s first year of existence; chat to the creators of The Endless Mission - a sandbox adventure that steal…

Back Issues

Issue 25

The legendary Charles Cecil talks to us about Beyond a Steel Sky, the epic sequel to his nineties point-and-click classic, Beneath a Steel Sky. Then, because it’s Halloween season, we meet the deve…

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Issue 24

Obsidian’s Carrie Patel and Brian Heins give us the low-down on The Outer Worlds - their pulp sci-fi epic that might just be the studio’s finest game since the majestic Fallout: New Vegas. Elsewher…

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Issue 23

Denki Games tell us all about Autonauts, an adorable survival sim with programmable robots. We catch up with composer Jesper Kyd to discuss his soaring career in soundtracks - he talks Assassin’s C…

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Issue 22

Thomas Was Alone and Volume developer Mike Bithell talks exclusively to us about his action movie tie-in, John Wick Hex, and why he’s taking a refreshingly tactical approach to its combat. We meet…

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Issue 21

Developer Kazuma Kojo explains why he’s bringing back a classic shoot-‘em-up franchise with R-Type Final 2. Continuing the Japanese action game theme, Nobuya Nakazato tells us all about Contra: Rog…

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Issue 20

Westerns meet stealth (and a slingshot) in Honig Studios’ El Hijo, star of this issue’s front cover. We go in-depth to find out about the sneaky adventures of a six-year-old on a quest to find his…

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Issue 19

We talk to Hidden Layer Games about the making of Inmost, a Gothic adventure game inspired by the likes of Another World and Flashback, and brought to life with some stunning hand-crafted pixel art…

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Issue 18

Assassin’s Creed designer Patrice Désilets tells us all about Ancestors: The Humankind Odyssey, a survival game about an evolving ape clan. Max Payne developer Remedy describe how they’re stepping…

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Issue 17

Team Meat’s Tommy Refenes talks exclusively about the making of his bloodily ambitious platform sequel, Super Meat Boy Forever. We meet the maker of Mable and the Woods, the action-fantasy with a u…

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Issue 16

Scottish developer Joe Richardson gives us an inside look at the making of The Procession To Calvary - a Pythonesque point-and-click adventure created by splicing together dozens of Renaissance pai…

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Issue 15

The developers behind the likes of Tearaway and LittleBigPlanet tell us about their new indie project, Knights And Bikes - a nostalgic adventure set in 1980s Cornwall. Broken Sword and Beneath a St…

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Issue 14

Broken Bear’s Craig Harrison tells us about the murky goings on in his Breaking Bad-meets-Minecraft crime RPG, Family Man. We meet the developers bringing out the human angle in their video games,…

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Issue 13

Developer Kong Orange talk to us exclusively about their one-of-a-kind puzzle adventure game, Felix The Reaper: a romantic comedy about a dancing spectre of death. We meet the developers intent on…

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Issue 12

We take a closer look at No Straight Roads, a unique mix of action and music, and meet its producers at Malaysian studio, Metronomik. Then there’s PICO-8, the adorably tiny virtual console - we sho…

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Issue 11

Designer Don Bellenger talks to us about Black Future ‘88, a synth punk collision of Contra, roguelike and dystopian nightmare. We find out why ruins, devastated cities and broken architecture are…

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Issue 10

Inkle, the developers of the acclaimed 80 Days, tell us more about Heaven’s Vault, an ingenious adventure about translating an alien language. We find out how today’s indie developers are changing…

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Issue 9

We uncover Lost Words, the beguiling puzzle adventure from Sketchbook Games and a narrative team including Rhianna Pratchett. We take a closer look at this world of words and wonder, as well as bri…

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Issue 8

Meowza Games talks to us about Mineko’s Night Market, an indescribably cute adventure inspired by the likes of Animal Crossing and Studio Ghibli’s My Neighbour Totoro. We meet some of the people be…

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Issue 7

We explore the very real paternal fears inspiring Someday You’ll Return, the psychological horror title from a two-man Czech studio and backed – in part – by an EU grant. Elsewhere we check out Hoa…

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Issue 6

Jon Chey gives us a better look at his studio’s upcoming systemic FPS, Void Bastards, which looks set to be a fine return to shooter form from the System Shock 2 and BioShock alum. The trials and t…

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Issue 5

Designer Andrew Shouldice takes us behind the scenes on his forthcoming action-adventure Tunic, about a tiny fox in a sprawling fantasy world. The BAFTA-winning developers behind Monument Valley 2…

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Issue 4

Choose what kind of cop you want to be with our pair of exclusive Disco Elysium limited edition covers. Go rogue with our Rage cover, or play by the book with our cerebral-looking Reason edition. M…

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Issue 3

X-COM creator Julian Gollop chats about the secret of great non-player AI and his new strategy game, Phoenix Point. We meet the modders who’ve turned their hobby into full-time game development, an…

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Issue 2

BioShock 2 director Jordan Thomas talks us through his new co-op horror game, The Blackout Club; Battlefield V director Lars Gustavsson opens up about his pre-launch anxiety and anticipation, and w…

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Issue 1

In our debut issue, Far Cry 4 director Alex Hutchinson talks to us about going indie. We look back at the British games industry’s turbulent early years; explore how curves and probability shape th…

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