+61 3 9654 8210 [email protected] 152 Elizabeth St, Melbourne VIC 3000, Australia
+61 3 9654 8210 [email protected] 152 Elizabeth St, Melbourne VIC 3000, Australia
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The studio behind the dream

The Gardens Between World is the official Australian portal for The Gardens Between — a game built in Melbourne by The Voxel Agents, a small team with an outsized love for quiet, clever storytelling.

The Voxel Agents

A Melbourne indie studio with a decade of quiet hits

The Voxel Agents was founded in Melbourne in 2009 by three friends who believed mobile games could be more than distractions. Their early train-set puzzlers paid the rent; The Gardens Between was the game they had always wanted to make — four years of prototyping, scrapping and rebuilding until time itself behaved.

The studio remains deliberately small. Everyone touches design, everyone playtests, and nobody ships a puzzle they would not want photographed on a bookshelf.

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Industry Awards

Puzzle pedigree

Train Conductor and Puzzle Retreat taught the studio how a simple gesture can carry an entire game.

Small on purpose

A core team of designers, artists and engineers who share one desk and one stubborn standard.

Origin Story

How the Gardens began

Six panels from the project's life — from a napkin sketch at a Fitzroy café to an Apple keynote stage.

Early island sketch
Paper prototype of time scrubbing
First lantern concept art

The original sketch was a spiral: a whole childhood wound around a single lamppost. Time moved around the kids, never through them — that one drawing survived four years of development unchanged.

Grey-box prototype island
Timeline debugging tool
Playtest session notes

The first prototype let you rewind a bouncing basketball. Players spent twenty minutes just un-bouncing it. The team knew immediately they had found the game's grammar.

Launch day storefront
Award ceremony stage
First fan letters

The Gardens Between launched in September 2018 and was featured on stage by Apple within weeks. The emails the studio still treasures most are from parents who played it with their kids.

Dev Diaries

Tapes from the studio floor

During development the team kept an audio diary — design arguments, breakthroughs at 2 AM, and the week the ending made a playtester cry in the best way. Excerpts are archived here for the curious.

Diary 07 — "The lantern problem"
Recorded 14 March 2017
  • Diary 02 — Why no dialogue6:14
  • Diary 11 — Killing our favourite puzzle8:02
  • Diary 19 — The ending, take four11:37

From the archive

2014 — First prototype

A weekend jam build called "Time Fishing" lets players drag a level's history like a video scrub bar.

2016 — Story found

The friendship theme locks in after the team interviews each other about their own childhood neighbours.

2017 — Art direction locked

The isometric "diorama" look ships: every island built to feel like a keepsake on a shelf.

2018 — Release & awards

Launch across PC, console and mobile; the game sweeps Australian and international indie awards.

Recognition

The cabinet in the corner of the office

The studio insists the awards live next to the kettle so the kettle doesn't get jealous.

Apple Design Award

Honoured for innovation in interaction — the time-scrub gesture that carries the entire game.

AGDA Game of the Year

Australian Game Developer Awards — the industry's own vote for the country's best release.

IMGA Grand Prix

International Mobile Gaming Awards top prize, judged by press and players across 40 countries.

BAFTA Nominee

Nominated among the year's finest — a badge the team wears with quiet pride.

Also featured: Google Play Indie Games Festival showcase · PAX Aus Indie Showcase · SXSW Gaming nominee

Press & Creator Kit
Isometric island diorama concept
Hand-painted texture sheet
Character turnaround
Art & Animation

Every island, a keepsake

The Gardens Between looks the way a memory feels — warm at the edges, impossible in the middle. Artists built each island as a physical-feeling diorama, then broke its geometry just enough to feel dreamed rather than made.

  • Twenty islands, each one a self-contained keepsake
  • Hand-placed lighting on every altar and lamppost
  • Zero loading screens inside a level — the world just flows
What We Believe

Three rules the studio lives by

Respect the hour

A game that costs two hours should give back more than it takes. We cut everything that asks for time without earning it.

Wonder over noise

No pop-ups, no currencies, no FOMO. If a mechanic doesn't serve the memory, it doesn't ship.

Players are people

Support answered by humans, refunds without arguments, updates that respect the game you bought.

We make small games about big feelings — and we'd rather ship one perfect evening than a hundred forgettable hours.
— The Voxel Agents, studio manifesto
Melbourne, Australia Independent since 2009 14 titles shipped
The Team

The people behind the lantern

Small enough to share one whiteboard. Stubborn enough to spend four years on a two-hour game.

Design & Direction

Level grammar, puzzle pacing and the discipline to delete anything clever-but-cold.

Art & Animation

Dioramas, hand-placed light and the characters who say everything without a single word.

Sound & Music

Tim Shiel's remembered-melody score plus the weather, cicadas and trams of Melbourne itself.

Play what we spent four years making

The whole dream — twenty islands, one storm, zero filler — for less than a cinema ticket.