Sinn Studio Inc.’s cover photo
Sinn Studio Inc.

Sinn Studio Inc.

Entertainment Providers

VR gaming studio, publisher of Swordsman, Quest & PSVR/2 Best Seller!

About us

We are a passionate bunch of individuals leading the charge in VR combat games! Sinn Studio Inc. is an award-winning and best-selling XR studio based in Toronto, Canada. We bootstrapped with a development team of one in 2017. Now we are a full-time team of 25+ with a physical HQ in Toronto. As a company, we specialize in XR combat. We’re building proprietary tools to solve some of the toughest problems in the industry, creating the next generation of both single-player and multiplayer melee combat. Our debut game, Swordsman, is a physics-based combat game where you can slash your way through medieval earth to become the ultimate Swordsman. Having won multiple awards like Game of the Year in 2022, Best Swordfighting Game in 2. Interested in joining the team? Check out our jobs page to see if you're a match!

Industry
Entertainment Providers
Company size
11-50 employees
Headquarters
Toronto
Type
Privately Held
Founded
2017
Specialties
Virtual Reality, Game Developer, Game Publisher, and Mixed Reality

Locations

Employees at Sinn Studio Inc.

Updates

  • Sinn Studio Inc. reposted this

    View profile for Alek Sinn ➡️ GDC

    CEO & Creative Director at Sinn Studio Inc.

    🔥 Our demo broke "Most Popular" games on Meta Quest! We recently soft-launched Battlegrounds on the Meta Quest store and started growing a community around our closed alpha. We call it an "alpha" but it really is a demo of our foundational mechanics on a single map with up to 10 players per server, for now. With essentially no paid marketing, we achieved: ➡️ 25,000 daily active users as of this weekend (and rapidly growing) ➡️ 210,000 total downloads ➡️ 4.8/5 with over 12,000 ratings (surpassing Meta's own Horizon Worlds) ➡️ 1,400 CCU, and ➡️ #41 "Most Popular" games on the Quest store as of today This year, we're eager to scale with lots of content towards the most exciting "Medieval Sandbox" in VR — one that our players are showing equally eager to play (that's all that matters!) Free-to-play is a powerful strategy in VR right now and studios are starting to notice. At the end of this month, we'll begin our bi-weekly content updates and hard marketing; we have very high expectations. Huge shout-out to our incredibly talented team here at Sinn Studio Inc. who propel this project forward every day! I look forward to celebrating these awesome achievements with all of you 🎈 Our goal was to bring something refreshing to the VR ecosystem and entertain millions of players. I believe we're on track to do that, and we're just getting started. See you on the battlegrounds! https://lnkd.in/e2naKzMa

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  • Sinn Studio Inc. reposted this

    View profile for Almir Brljak

    Co-Founder / COO at Sinn Studio Inc.

    We've invested hundreds of thousands of dollars into mixed reality and strongly believe in its potential. Mixed reality at times can be more immersive than virtual reality by allowing you to move with more confidence—you can actually see your playspace. Your entire body becomes the input device, restoring a natural sense of your surroundings. In combat scenarios, for example, physically jumping into a swing is far more impactful than simply pressing a button. However, I feel we are not fully leveraging the technology or addressing the market effectively when we do the following: 👉 • Marketing Missteps: There's too much focus on the shock value in mixed reality marketing, like claims that “mixed reality can turn your entire room into the Amazon rainforest.” While eye-catching, these tactics often fail to represent the true value of mixed reality. They attract interest, but users quickly realize the limited utility of features like room skinning. 👉 • Static Gameplay: We need to move beyond creating experiences that keep players stationary. Despite knowing the thrill of moving confidently in a virtual space, we still often bind players to a single spot. Let’s design experiences that encourage exploration and movement within their physical space. 👉 • Low Impact Digital Overlays: Early mixed reality introduced us to digital overlays that don’t interact meaningfully with our environments. Seeing mystical creatures in our rooms was magical with initial mainstream MR devices like the Quest Pro/Quest 3, but now, this approach falls short. True magic in mixed reality comes when virtual objects interact with our physical world. 👉 • Setup Struggles: The playspace setup process is often lengthy and frustrating, taking up to 10 minutes with frequent failures to meet room requirements. We must streamline this by understanding where users struggle during onboarding and offering an auto-generated playspace option to enhance accessibility and ease of entry. ✔️• Our game, Guardian of Realms, addresses these mixed reality challenges by offering dynamic and interactive gameplay. In our game, digital props interact realistically with physical environments, digital enemies intelligently navigate the physical space, and due to it being a sandbox, players can move around their playspace, adapting strategies to fit nearly any room. Plus, setup is a breeze with our quick, auto-generated playspace feature, allowing players to dive right into the action. Guardian of Realms is one of the best-performing mixed reality games on the Meta Quest platform. I'd love to hear from you if you're working in mixed reality. And if you'll be at GDC, let's connect!

  • Sinn Studio Inc. reposted this

    View profile for Almir Brljak

    Co-Founder / COO at Sinn Studio Inc.

    We’re looking for a Social Media Manager, but two things are non-negotiable: ✔ Gaming industry experience—you’ve built and executed a winning strategy in the space. ✔ Active XR user—you use a headset a couple of times a week. Our commitment to you: ▪️ A fully supported role—you’ll work alongside a Marketing Director, Content Manager, Graphic Designer, Community Manager, and Founder to help you achieve real impact. ▪️ A culture of innovation—we value bold ideas and experimentation. Playing it safe isn’t how we operate. ▪️ The opportunity to make an impact—our projects aim to be top-performing in both mixed reality and virtual reality. When we succeed, you’ll be part of something extraordinary. 🔔 A Note on Applications We’ve received hundreds of applications from candidates who don’t meet our non-negotiables. To be transparent and save time for everyone—we will not consider candidates who don’t meet these requirements. Our studio has been behind multiple industry-defining marketing tactics, and we need to continue that level of impact. If you’re ready to commit to an ambitious, mission-driven studio, or know someone who is, please tag or share this post.

  • Sinn Studio Inc. reposted this

    View profile for Almir Brljak

    Co-Founder / COO at Sinn Studio Inc.

    Battlegrounds Closed Alpha Metrics 💥 Nearly all of our growth has been organic, and we’ve kept content updates to a minimum to test the strength of our core game loop. We set out to prove that medieval combat with grapples, rockets, and a deep social layer could be something F2P VR had never seen before but desperately needed. Now that we have the validation, we're going on the offensive with monetization, more game modes, gadgets, and battles! We're going into early access late next month. Keep an eye out. See you on the Battlegrounds! ⚔️

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  • Sinn Studio Inc. reposted this

    View profile for JP Minetos

    Frontier Investing @ Hartmann Metaverse Ventures | VR, Gaming, BCIs.

    VR thrives in social settings—it’s no surprise that many of the top apps on the Meta Quest are multiplayer experiences. This weekend, I had the chance to dive into Sinn Studio Inc. latest project, Battlegrounds, a multiplayer sword-fighting sandbox currently in development, alongside founder Almir Brljak. Multiplayer sandboxes drive spontaneous creativity of players—creating mini-games and unique interactions that emerge organically between them, even outside the defined core loop. In this server, Almir took on the de facto role of “King of the lobby,” creating chaos by sending random players after me. A clear example of sandboxes generating unpredictable gameplay. The video is from my POV.

  • Sinn Studio Inc. reposted this

    View profile for Almir Brljak

    Co-Founder / COO at Sinn Studio Inc.

    ⚔️ Battlegrounds is our most ambitious title yet, but we’re not shy about acknowledging the challenges holding it back: 🔸 Limited availability: Players can only play from Friday evening to Sunday night while we’re in pre-alpha. 🔸 One map, no character customization, low player count per server, and no friend system. 🔸 Nearly zero marketing and creator involvement. Despite these limitations, we’ve accomplished incredible milestones in the past six weeks: 🔹 47,000+ downloads 🔹 50,000+ active users 🔹 2,600+ reviews 🔹 4.8/5 rating We will solve these issues in the coming weeks, but even now, it’s clear we’re onto something special. Players want tools to create their own fun—not arbitrary rules. Battlegrounds is built on that belief, and we can’t wait to see how far it can go.

    View profile for JP Minetos

    Frontier Investing @ Hartmann Metaverse Ventures | VR, Gaming, BCIs.

    VR thrives in social settings—it’s no surprise that many of the top apps on the Meta Quest are multiplayer experiences. This weekend, I had the chance to dive into Sinn Studio Inc. latest project, Battlegrounds, a multiplayer sword-fighting sandbox currently in development, alongside founder Almir Brljak. Multiplayer sandboxes drive spontaneous creativity of players—creating mini-games and unique interactions that emerge organically between them, even outside the defined core loop. In this server, Almir took on the de facto role of “King of the lobby,” creating chaos by sending random players after me. A clear example of sandboxes generating unpredictable gameplay. The video is from my POV.

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