+61 2 9566 2100 100 Harris St, Pyrmont NSW 2009, Australia [email protected]
+61 2 9566 2100
100 Harris St, Pyrmont NSW 2009, Australia
Sydney · Australia Est. Indie Studio

The studio behind the overkill

SMG Studio is a Sydney indie team that turned a pun about tower defense into a cult classic. This is the story of HEROCORP™, the rifts, and why our accountants still flinch at the word "gibs".

// Studio Manifesto

Make it excessive. Make it mean something.

SMG Studio was founded on a simple bet: mobile strategy games could have personality, depth and jokes without sacrificing a single point of tactical rigor. OTTTD was our first proper release — originally titled EpicTD, then TDTDTD, until the only honest name left was the most excessive one.

We come from Sydney's indie scene, the same crew behind Death Squared, Super One More Jump and Thumb Drift. Small team, loud ideas, zero tolerance for boring lanes.

Handmade in Pyrmont
SMG Studio team at work in Sydney
Concept sketches on studio wall
Game build review session

Craft over scale

Every tower, boss and one-liner is hand-tuned. We'd rather ship twelve great tower types than forty filler ones — then give them names like the Hottenschitzer anyway.

Depth is the joke

The humor lands because the systems underneath are dead serious: six damage types, real skill trees, armor interactions and a death system with actual stakes.

Players outrank us

Balance patches, new guns, extra battlefields and Stinky Cheese Armour exist because commanders asked for them. The community writes the roadmap.

// Production Log

From napkin sketch to alternate dimensions

The road from EpicTD to OTTTD took whiteboard wars, three name changes and one very committed kraken.

Concept — 2013
Shipped build

Drag the divider — early lane sketch vs. final battlefield

"We wanted a TD game where the heroes mattered more than the maze."

Most tower defense games make you a disembodied god placing turrets. We wanted mud on the boots — heroes who could die, level, and mouth off. That single decision forced RTS movement into a TD brain, and the whole game bent around it.

The two dimensions, Steamcrust and Nightmare, started as palette tests and ended as full narrative worlds with their own factions, bosses and physics jokes.

  • 25 story missions plus endless battlefields
  • Post-launch content: new guns, maps and armor
  • Ports to PC and Nintendo Switch after mobile
Read the field manuals
// Chronology

A brief history of overkill

How a Sydney indie studio talked its way from a working title pun to a multi-platform cult favorite.

SMG Studio office in Pyrmont
Phase 01 — The Pun

EpicTD becomes OTTTD

A prototype codenamed EpicTD mutates through TDTDTD before landing on Over The Top Tower Defense — the only name honest enough for the game it became.

Phase 02 — Mobile Launch

HEROCORP™ opens for business

OTTTD hits the App Store and Google Play, lands a 4.5-star average and a Featured slot in Best Games. The flying zombie shark becomes an instant folk hero.

Phase 03 — The Big Update

More guns, more gibs

Six new weapons, three new battlefields, an extra endless level, real-time lighting, and the legendary Stinky Cheese Armour. Brass casings start littering battlefields.

Phase 04 — Desktop & Console

Steam and Nintendo Switch

The definitive edition brings high-resolution graphics and crisper audio to PC, then marches onto Switch — preemptive defense goes portable everywhere.

Phase 05 — OTTTD Arena

The Australian command post opens

OTTTD Arena launches as the official AU portal: guides, events, services and a direct line to the Sydney team. TPS reports now filed digitally, still in triplicate.

// Frame By Frame

Animation with a psychology degree

Every hero in OTTTD telegraphs personality through movement — the Saboteur slinks, the Assault plants his feet, the Medic checks her watch mid-firefight. We animate the character first and the soldier second.

The same obsession runs through enemies. A motorcycle squid reads instantly at speed; a war tortoise telegraphs its shell phase three full seconds before it locks down. Readability is our favorite special effect.

60fps

TARGET PACING

100s

OF HAND-TUNED CYCLES

Animation breakdown of an OTTTD hero

Silhouette first

Each class reads from across the battlefield — critical when you're micro-managing three heroes against a wave of gunclams.

Recoil honesty

Weapons kick like they mean it. Muzzle flash, brass eject and target flinch all run on the same frame-accurate beat.

Death theatre

The tempa-death™ animation buys you two seconds of grief before the cloning bay invoice arrives.

// Visual Doctrine

The palette of a war zone that winks

OTTTD's look pairs military hardware with cartoon confidence — saturated skies, readable silhouettes and explosions you can feel in your fillings.

Color as language

Faction identity lives in the palette: Steamcrust runs cold steel and sea-foam, Nightmare runs ember red on bone. You know who owns a lane before you read its name.

#D7263D #33506E #0C1830

Real-time lighting pass

The definitive builds ship with real-time lighting and shadows — brass casings glint, fog catches beams, and night missions actually feel like fighting in the dark.

  • Dynamic shadow maps
  • Emissive muzzle flashes

Restrained chaos

Maximum gibs, minimum visual noise. Every effect is tuned so the lane state stays readable even when three towers, two heroes and a boss are all expressing themselves.

  • Effects budget per lane
  • Priority-rendered boss telegraphs
OTTTD art direction showcase
// Cartography of Chaos

Two dimensions, one payroll

STEAMCRUST DIMENSION

Rust, tide and claw

A steampunk shoreline where crustaceans evolved industrial union representation. Expect mechanical beasts, dockyard lanes and the Kraken's signature surfacing between your towers.

Lore dossier
NIGHTMARE DIMENSION

Suburbia gone wrong

Horror-film streets populated by zombies, floating eyeballs and one very committed airborne shark. The Horror faction resists everything polite.

Survival guide
// The Crew

Small studio, loud output

The team behind Death Squared, Super One More Jump and Thumb Drift — now running the busiest rift in the southern hemisphere.

Studio whiteboard session
Playtesting a boss fight
Community fan art wall
Sydney meetup with players
Prototype tower models
Pyrmont office skyline

Community first

Balance requests, fan art and endless-mode rivalries from our Discord feed straight into design meetings.

Proudly Australian

HEROCORP™ may be galactic, but payroll is local. The command post sits at 100 Harris St, Pyrmont — drop by the contacts page.

Partner services

Coaching, clan ops and tournament support run through the Arena services desk — same team, same postcode.

// Open Command

Everyone gets to overkill

Tactical depth shouldn't require perfect reflexes, vision or hearing. We design the chaos so more people can enjoy it.

Readable at speed

High-contrast telegraphs, color-independent lane markers and icon-coded damage types mean the battlefield reads correctly without perfect color vision.

Audio optional

Every audio cue has a visual counterpart — boss roars flash the rim, wave alerts pulse the HUD. You can play a full mission muted and lose nothing.

One-thumb tactical

Pauseable waves, generous touch targets and controller remapping keep the entire campaign reachable for players who need it most.

“The best difficulty setting is the one that respects the player.”

SMG STUDIO — DESIGN HANDBOOK, PAGE 1

Press corps

PocketGamer called it "wonderfully excessive". Touch Arcade praised the TD/action-RPG meld. JayisGames said it's what mobile tower defense should strive for. We put all of it on the break-room fridge.

More coverage

“An impressive melding of traditional TD and action-RPG elements — all of my expectations were happily exceeded.”

Touch Arcade REVIEW DESK — MOBILE STRATEGY
4.5 / 5
// Studio Debrief

About SMG Studio & the Arena

The questions people ask about the studio, the portal, and whether the shark has a name. (It does. We're not telling.)

A Sydney indie studio responsible for OTTTD, Death Squared, Super One More Jump and Thumb Drift. OTTTD was the team's first major release and remains its loudest.

Yes — OTTTD Arena is the official Australian portal operated from the same Pyrmont address as the studio. Guides, services and support all come from inside the rift.

The game has already received major content updates — new weapons, battlefields and endless levels. Arena-side we ship fresh guides, events and offers every season via the field manual feed.

Our support desk runs Monday to Friday out of 100 Harris St, Pyrmont. We don't run public tours, but community events happen regularly — watch the site or Discord.

Use the contact form and tag your message as "Mission Debrief". Genuine bugs get escalated to the ops room; suggestions go into the quarterly design review.
// Join the Roster

You've read the file. Now sign it.

Start with the Recruit Pass for a hero bundle, or go straight to the mission board and see what 25 story levels look like up close.