Our vision is to offer creative freedom that brings back the joy of childhood adventures
We've poured our passion into creating Out of Ore, a unique game that stands out in the industry.
As a small team, we closely collaborate with our community, making them a vital part of our development process. Our vision is to elevate the gaming experience to new heights, offering creative freedom that brings back the joy of childhood adventures. Together, we strive to create a game that not only entertains but also inspires and connects players through shared experiences.
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Our Journey
Our adventure began in late 2018 and continues to thrive. By 2023, Out of Ore became our primary focus.
THE BEGINNING
Christian (Execut) and Kristian (T-Bone) start modding for Farming Simulator 2019 by Giants Software, overcoming challenges in 3D modeling. Their shared passion leads to collaboration.
THE MOD ERA
Encouraged by the community, Execut and T-Bone form North Modding Company, marking a new chapter in mod development. They release their first mods on the Farming Simulator ModHub, gaining quick popularity.
BERGSBRUK
In 2020, North Modding Company launched "Bergsbruk" on Steam, our first standalone PC game. At the same time, our Farming Simulator mods hit 30 million downloads, a major milestone.
OUT OF ORE
We decided to halt further development on "Bergsbruk" to concentrate our efforts on a new game, "Out of Ore".
FOCUS ON OUT OF ORE
"Out of Ore" takes center stage, with Farming Simulator modding stepping back.
This shift reflects the company's ongoing development and progress.
REACHING 100,000 SOLD GAMES
"Out of Ore" achieving 100,000 sales, a testament to the incredible support from our community and the passion and dedication of our small team.
About Us
Our team consists of five dedicated team members. Together, we bring a diverse range of skills to the table, covering everything from programming and 3D modeling to texturing, marketing, and economics.
Gaming studio in Sweden
Meet our Team
Our team is a collection of passionate and talented individuals who share a common goal: to create exceptional gaming experiences.
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Christian
CEO / Lead Developer
Passionate about creating immersive gaming experiences that push technological boundaries.
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Kristian
Dev / Lead Asset Designer
Brings characters and environments to life with stunning visual designs and attention to detail.
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Shih-Hung
Backend Sys. Developer
Architect of our robust backend systems ensuring smooth gameplay and server performance.
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Alfred
Asset Designer
Creates the visual elements that make our games stand out with a unique artistic style.
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Gabriella
Business Coordinator
Drives our business strategy and ensures our games reach the right audience.
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Tarzan
Mood Manager
Studios Office Cat
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Skuggan
Head of Security
Who let the dogs out?
What People Say

Really evokes the childhood joy of playing in the sandbox, after a bit of a learning curve to get a handle on equipment. I never thought I'd enjoy moving around dirt so much. The rest of the game is fairly lackluster.
The terraforming and physics are respectable, but not impressive - you still get "sky raisins" of dirt floating in midair and implausible cliffs and overhangs. But they're decent enough to be enjoyable without becoming overly cumbersome or terribly annoying.
Conveyor belts - fun as always.
Material processing and refinement structures are shallow - the greatest challenge in using them is just figuring out the sequencing. There are no configuration options or structural integrity to worry about or experiment with, and several processes are over-simplified - crude oil to refined is not a low-energy one-step process without any maintenance taking up all of 9 square meters, for example.
Vehicles are pretty fun and generally have decent mechanics and control - and it's neat that you can configure your lighting loadout and such. There are a multitude of mechanical parts to maintain your vehicle with - but it seems like the wide variety is just a matter of endurance rather than affecting the performance of the vehicle, which is a bit of a bummer... A super cool mechanic wasted, only providing value to world-space-affecting lighting systems and merely polluting the Store otherwise. You will inevitably replace every part of a long-used vehicle with the "high-quality" variants because their pricing is trivial - and then the several grades of every part very quickly become irrelevant to gameplay. If there is some other benefit to higher-quality components than mere endurance, it is neither communicated to the player nor apparent in gameplay nor reflected in the pricing. They could easily reduce this complexity to two tiers - or even one - and no one would notice or care.
It would be silly to call "power" a game mechanic at all. Preposterously cheap solar panels and turbines produce constant output even underground, there are no batteries or transformers, and power lines have stupid low capacities and run-lengths and refinement devices have insanely low consumptions... All of power-management is a silly, over-cumbersome chore. Because of line capacities you will need to build more and more completely independent grids as you progress - and the failure to make even the insanely over-simplified fossil fuel refinement and consumption require space or provide any notable cost benefit... Power in this game is not a mechanic or interesting narrative. It's just a really quite pointlessly annoying diversion from the interesting bits. I implore the developers to look to "Oxygen Not Included" for even moderately engaging power systems.
TL;DR the game's strengths are vehicle gameplay and appreciable terraforming - and they do that so very well enough that I really do love putting on some chill tunes and just unwinding pushing dirt around for a while, to an extent that I have not experienced in other games. But it terms of actual mechanical gameplay - everything else appears to be overly-simplified or underdeveloped. All of the player agency will ultimately boil down to "where and how to dig" rather than any more compelling agency as to how to build or develop a business or configure things for optimal profits or efficient resource production and refinement. It could be so much more, but as it stands, the game is "where and how to dig." And that can be alright, with the right tunes.

Hard to get used to but rewarding with satisfying fun and grinding as you level up and unlock more highly recommend but it isnt easy but it is once you learn

just a relaxing game to dug and try and make things in and best of all doing it with friends
Our Achievements
100,000 SOLD GAMES
"Out of Ore" reaching 100,000 sales
7 YEARS
Successfully operating and growing since 2018
GLOBAL COMMUNITY
Active player base across multiple continents
50M+ DOWNLOADS
Our Farming Simulator mods crossed 50 million downloads
Ready to join our gaming adventure?
Check out our game and become part of our growing community of players around the world.