Company History

Toadman was founded by Robin Flodin and Rasmus Davidsson in Stockholm, Sweden 2013. It started as a work for hire consultancy studio and contributed to titles such as Killing Floor Calamity, Escape from Dead Island, Dead Island 2, Bloodsports TV, Stylista and Warhammer: End times – Vermintide.

In 2017 we started to develop our own games, first out was Immortal: Unchained. We became a public company and opened a Berlin Office.

In 2018 we acquired Artplant that included our Oslo and Tver offices.

In 2019 we acquired Antimatter Games, Sold out and purchased the marketing agency Petrol Advertising.

In 2020 we announced the formation of EG7 as our parent company for Toadman Interactive. Artplant and Antimatter Games remained part of Toadman while Sold out and Petrol became part of EG7. Ola Nilsson took over as CEO for Toadman from Robin Flodin. This year we also published Westmark Manor on Steam and GOG by developer Nodbrim Interactive.

In 2021 the Toadman Leadership team changed & now include the following people – Ola Nilsson (CEO), Rasmus Davidsson (Creative Lead), Annika Fogelgren (Org Director), Andreas Jonsson (CTO), Daniel Mesonero (Managing Director for Berlin & Stockholm) & Daniel Stakhovskiy (Managing Director for Novi Sad)

In 2021 we also collaborated with Fatshark to release Warhammer Vermintide 2: Chaos Wastes while working on our own titles.

In 2022 our partner Antimatter Games became a standalone studio again now under EG7.

Due to everything that happened in the world during 2022 we decided to relocate our Tver Studio. But before doing so we ensured that we could help as many Tver Toads as possible, relocating them & their families out of Russia. They still work for us but from other locations.

During 2023 we have opened up a new studio in Novi Sad, Serbia for Toads fleeing the conflict.

Today we at Toadman are 100% focused on making new fun games!

Our Locations

Our main Toad offices are located in Stockholm, Novi Sad & Berlin. Each studio work autonomously but we share tools, knowledge and some central functionality between us. We see it as a big strength to be able to collaborate across locations to support each other. We also have people working remotely from other parts of Europe.

  • Stockholm, Sweden

    At the heart of Söder in Stockholm lies our Swedish Toadman office. This is where the company was founded. Stockholm is the capital of Sweden and is built up on 14 islands with a population of around 1 million Swedes. Maybe you should come and explore this city with us?

    Managing Director
    Daniel Mesonero

    ~40 people.  

  • Berlin, Germany

    We’re an international team of passionate developers that have come together in the heart of Berlin to create fantastic games. We’re driven by making fun game mechanics, worlds that wow you, and characters that shine. We believe that everyone in the team is a valuable co-creator and encourage everyone to participate in all aspects of the development.

    Studio manager
    Daniel Mesonero

    ~25 people


  • Novi Sad, Serbia

    Our most recent Toadman Studio is located in the beautiful city of Novi Sad in Northern Serbia.

    Managing Director

    Daniel Stakhovskiy



Company Culture
and Values


At Toadman we care about each other and our players. Our work environment is warm, collaborative and welcoming. We encourage honest conversations and everyone at the company plays an active part in the game making process. We believe that an open feedback culture is key to bringing better games to our players.

Passion for games

Passion for games is what really unites us here at Toadman, across country boarders. We believe that game development isn’t a straightforward production process, but an act of creation. We encourage creativity and exploration in all of our studios as important factors when building games.


Another important focus for us is the ability to learn new things. We are open to learning new things and driven to achieve our goals. All Toadman studios have their own initiatives that support learning outside of the regular game production. Some examples are:

  • Crazy Hack Fridays (where you can work on anything you want)
  • Personal Development Days
  • German language courses in Berlin
  • Pitcherama’s (where people present and discuss new games ideas for further prototyping)


We embrace the notion that every person counts. We strive to create a positive space where people are allowed to bring their authentic selves to work.

When not building games we like to socialise by playing board-games, video games, watch tv-series and eat together. All social activities are optional.