Atomic Windmill

Games for machines that still have stories to tell

01 / About usIndependent publisher / New games / Real hardware

Small publisher. Big spin.

NEW GAMES FOR REMARKABLE MACHINES.

Atomic Windmill publishes original games for retro computers, classic consoles and modern niche systems such as the ZX Spectrum Next - modern ideas for classic systems.

Physical & Digital

Properly physical

Releases worth putting on a shelf. Thoughtful packaging and a complete game in the box - not a QR code pretending to be one.

Made for REAL Hardware

Built for the machine

From 8-bit computers and classic consoles to the ZX Spectrum Next, we embrace each platform’s limits, quirks and glorious noises. Your hardware deserves more than a lazy port.

Built to replay

Worth another go

We want the sort of games you finish, restart and keep talking about. Tight controls, clear ideas and plenty of reasons for one more go.

02 / Coming soonIncoming delivery / Q4 2026

Pizza delivery just got dangerous.

A fast-moving arcade adventure for the ZX Spectrum Next. Coded, designed and pixelled by Gary Pinkett with music by the insanely talented DJ Hoffman.

Internet-connected Nexts will also feature online leaderboards for the overall high score and completion times for every level.

Status
In the oven
Genre
Arcade cave-flyer
Platforms
ZX Spectrum Next (1MB)
Launch
Q4 2026
Ports
Coming in 2027 for your Atari STe, Amiga, Mega Drive and NEC PC Engine CD-ROM²
Visit Space Pizza
Space Pizza title screen and game menu
Space Pizza ship flying through a red rocky cavern
Space Pizza ship approaching a landing pad in a red cavern
Space Pizza ship navigating an icy cavern with electric barriers
Space Pizza ship flying through a rocky industrial cavern
Space Pizza ship flying near a glowing fireball
Space Pizza ship navigating purple electric barriers
Space Pizza online high scores table
Space Pizza ship inside a grey industrial complex
Development updates Follow Space Pizza on Itch.io
03 / Who are weBuilt on curiosity / Powered by play

The people behind the machine

MEET THE TEAM.

Tim Drew

Tim Drew

When I was but a lad, I had a dream of a shiny new pair of roller boots from Santa. My dreams were shattered when under the tree for me was a ZX Spectrum 48k from that day on I was hooked.

Playing games was my first passion until I got a job in a local computer shop, after that my life was all about selling games and computers. During this time I always wanted to get a team together to write and produce games.

I did have an initial go at this back in the 90's but it didn't take off, since then I have always wanted to have a business producing games and well.. here we are thanks to Gary :)

I have a big 'ol collection of computers, consoles and games. I can often be found delving in to my 'Box of Broken Dreams (tm)' to see what I am going to try to get working again next.

Along side this, I am one of the co-hosts of the Pixel Gaiden Podcast with my good buddies, Cody Hoffman and Eric Nelson from all the way over in California, U S of A.

Our main aim here at Atomic Windmill is to bring back the fun and pure gameplay back in to games and importantly with physical releases along side digital, there is nothing quite like that feeling of holding a copy of a new game in your hands, anticipating that first load and what fun you will have with that game. We hope the games from Atomic Windmill will bring you that feeling.

Gary Pinkett

Gary Pinkett

I fell in love with computers the first time I saw a rubber-keyed ZX Spectrum at a friend’s house. The first game I experienced on it was The Hulk, and I was hooked.

I must have talked about it enough, because that Christmas I received my own 128K Spectrum. From that point on, going outside became a lot less interesting. I became obsessed with everything computers had to offer.

I started dabbling in BASIC, writing my own crude text adventures and experimenting with whatever I could get my hands on. But it was being gifted an Atari ST, the Discovery Pack, complete with STOS, that really pulled me into programming.

From there I eventually moved into Assembly using Devpac 2, and loved digging deeper into how games actually worked. I spent countless hours exploring, learning, pulling apart software, ripping assets, and figuring out how to train games using MonST2. That curiosity, wanting to understand what was happening underneath the surface and seeing what I could make a computer do, has stayed with me ever since.

Vicky Lamburn

Vicky Lamburn

Growing up, computers and games were just not a thing until classmate Ben brought in his Game Boy on the last day of school before Christmas. I was enraptured and asked if I could have one for my birthday the following year. And that’s how I ended up with a Commodore 64. Oh well! At least I knew what it was like to buy a Codemasters game for £3.99 with my pocket money!

For me, gaming is all about the fun, and that is always better when playing games with friends. That’s what being part of Atomic Windmill is for me: the joy of gaming when shared. My gaming background is storied, from that C64, through the Amiga, and then perhaps my favourites - the Super Nintendo and original Sony PlayStation.

Such was my love of gaming and Japanese culture that I finally decided, in my mid-30s, to follow a lifelong ambition and move to Japan. After living there for a number of years and learning the language, I returned to the UK.

I also freelance for retro gaming website Time Extension, get out on my skateboard a couple of times a week, and find time to review Japanese curios on a small channel hosted by a roster of characters I developed for Saki Endo’s Rubbish Heap. And of course, I find time to draw and study more Japanese.

When I sit down and really think about gaming, I think about my all-time favourite game, Grandia, and think: wow, gaming is so rad!

04 / NewsletterOccasional transmissions / No inbox grinding
05 / Contact usPitches / press / partnerships

Developers, press, retailers, curious humans

GOT SOMETHING
WORTH SPINNING?

info@atomicwindmill.com