LEGO Digital Play Buys Mobile Studio Offroad Games
LEGO Digital Play has acquired Offroad Games, the London mobile studio behind Chrome Valley Customs, in its first major move since the entity was created.

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LEGO Digital Play, the London-based games entity created by LEGO's parent holding company, has acquired Offroad Games, a small UK mobile studio best known for the car-restoration title Chrome Valley Customs. Offroad announced the deal in a LinkedIn post, calling it "an incredibly exciting new chapter for us" and thanking "the people who believed in us when we spun out of Space Ape Games," as well as "everyone at LEGO Digital Play for making us feel incredibly welcome."
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Financial terms were not disclosed. Nor did Offroad say how it will operate inside LEGO Digital Play, leaving open questions about the studio's autonomy, its leadership, and the future of the game that made its name. Offroad's staff are understood to have taken roles at LEGO Digital Play. The acquisition was reported by games-industry outlets between September 7 and 9, 2026.
A very fast exit
Offroad Games is barely older than the conditions that created it. The studio was founded in March 2025, spinning out of Space Ape Games, a London studio. Offroad set out to "build a game studio with the right culture, skills and energy to develop a new generation of mobile games," with a particular focus on car-themed titles. Its best-known release, Chrome Valley Customs, is a restoration-themed mobile game in which players repair, restore and customize classic cars.
The studio is led by chief executive Geoffrey Gilles. Its spinout came as part of the deal in which Supercell acquired the majority of Space Ape Games. Another team to leave at the same time, NextBeat, took the rhythm game BeatStar with it and was later acquired by Duolingo.
For Offroad, the journey from independent spinout to acquired team took roughly 19 months.
That number frames the story. A decade ago, a studio spun out of a parent company would expect years to prove itself before a strategic buyer came calling. Offroad did it between the start of 2025 and the edge of 2026, a timetable that says as much about the market's appetite for specialist mobile teams as it does about the studio itself.
Who is LEGO Digital Play?
The buyer is nearly as young as the seller. LEGO Digital Play was announced on February 4, 2025, by LEGO Holding, the structure established by KIRKBI A/S (the Danish holding company behind the LEGO Group) to bring LEGO-branded activities under a single governance roof. The new entity was created to explore and develop new digital and gaming experiences for the LEGO brand, and to operate independently from the LEGO Group.
That independence is the important distinction. The LEGO Group continues to develop and invest in existing LEGO-branded titles and partnerships, most visibly LEGO Fortnite, the survival-crafting mode inside Epic Games' Fortnite. LEGO Digital Play's mandate is different: to look for new forms of digital play rather than to manage the ones that already exist.
It is led by president Aaron Loeb, a 30-year games-industry veteran. Loeb's résumé spans some of the industry's most successful live-service and licensed games. He was chief business officer at Scopely, where he oversaw a product pipeline that included MONOPOLY GO!; before that he was president of FoxNext Games, president of studios at Kabam, and held leadership roles at EA and Planet Moon Studios. Space Ape co-founder John Earner is an adviser to LEGO Digital Play, a connection that makes the Offroad acquisition look less like a random talent grab and more like a deliberate move inside a familiar network.
This acquisition is reported as the first major public move from LEGO Digital Play since its formation.
Why a toy giant would buy a small mobile studio
On paper, the logic can look strange. A brand built on physical bricks is buying a studio whose signature game is about restoring cars, a world away from minifigures and theme sets. But the strategic reasoning is fairly clean once you separate the content from the capability.
What LEGO Digital Play is buying is not primarily a game. It is a team that knows how to build and operate free-to-play, live-service mobile products: the unglamorous craft of onboarding, retention, monetization, live-ops cadence and continuous content updates. Those skills are scarce, they are expensive to assemble from scratch, and they are exactly what a brand owner needs if it wants players to return daily rather than sample a licensed tie-in once.
Capability, not a catalogue
Offroad's best-known game is a useful calling card, but the acquisition is best read as a bet on the team's operating discipline. Brand owners have learned that owning a popular IP is not the same as knowing how to run a live mobile game, and that buying the team is often faster and cheaper than learning the craft internally.
There is also an ownership argument. For years, LEGO's video-game presence largely ran through licensing: other studios and publishers built the games, and LEGO collected royalties and brand exposure. That model scales, but it leaves the brand owner several steps removed from the player relationship, the data and the economics of a hit. Building an in-house studio (and then buying a proven one) gives LEGO Holding a direct stake in the digital experiences it believes will matter to the next generation of players.
Finally, there is the simple matter of where audiences are. Mobile is the largest and most accessible games market, and LEGO's core audience of children and families is squarely in it. A small studio can be acquired for a fraction of the cost of a large publisher, and folded into a broader digital strategy without the integration risk of a multibillion-dollar deal.
From licensed games to owned capability
The Offroad deal is a marker in a longer shift. The LEGO Group's digital strategy has, for most of its history, been a portfolio of licences and partnerships: Traveller's Tales' LEGO games, mobile tie-ins, and more recently LEGO Fortnite. Those remain with the LEGO Group and show no sign of going away.
LEGO Digital Play represents a second track. It was set up to be independently run, with its own leadership, and with a remit to extend the brand into "innovative" digital experiences. Hiring a president with Loeb's live-service pedigree, and adding an adviser who co-founded one of London's most respected mobile studios, signalled that this track would be about operating games, not only commissioning them.
Buying Offroad is the first time that intent has been backed with an acquisition. It is a small deal by the standards of the games industry, but it answers a question the entity's creation left open: whether LEGO Digital Play would build its capability from scratch or buy it. The answer, at least for now, is buy.
The signal in the timing
LEGO Digital Play waited about 19 months from its own creation to make its first public acquisition, roughly the same span Offroad existed. That symmetry is a reminder that in mobile games, a small, well-run team can mature from spinout to acquisition target faster than a large company can hire a studio's worth of specialists.
The Space Ape family tree
To understand this deal, it helps to follow the lineage. Space Ape Games was a London mobile studio that Supercell acquired a majority stake in, a transaction that eventually split the studio's teams in several directions. Offroad Games was one of those offshoots. NextBeat, home to BeatStar, was another; it was later acquired by Duolingo.
The result is a kind of corporate family tree: one London studio's fragmentation has produced at least two acquisitions by very different buyers within roughly a year and a half. Offroad went to a brand-driven entertainment holding company. NextBeat went to a language-learning app that wanted a games team to make its music lessons more engaging.
Neither deal was a conventional "buy the hit game" transaction. Both were, at heart, acquisitions of teams (their culture, their operating habits and their ability to ship), rather than of a single title. That pattern is now common enough to count as a trend across mobile gaming.
What it signals for small studios
Three things stand out for founders and developers watching from the outside.
Fast exits are real. A studio no longer needs a decade-long track record or a mega-hit to be acquired. Offroad is roughly 19 months old. NextBeat was acquired by Duolingo within about eight months of spinning out, according to contemporaneous reporting. For small teams with the right specialism, the window from launch to exit has compressed sharply.
Execution and culture travel. Buyers are paying for teams that can operate live games, not only for a catalogue. Offroad's own framing (culture, skills and energy) is exactly the language acquirers use. That matters for how studios present themselves, and it means the value of a team can survive even if a particular game does not.
Autonomy is the open risk. An acquisition can bring stability, resources and a stronger brand ecosystem, but it can also change product scope, hiring plans and decision-making very quickly. Offroad has said nothing about how it will sit inside LEGO Digital Play, and its staff are understood to have moved into the parent organisation. Whether the studio keeps its identity (and its label) is unresolved.
The unknowns matter as much as the facts
The deal price was not disclosed. Nor is it clear whether Offroad will keep operating Chrome Valley Customs under its own name, whether its leadership will remain intact, or whether LEGO Digital Play intends to fold the team into LEGO-branded projects. Anyone reading this as a signal about the game's future is reading past the available facts.
What to watch
- LEGO Digital Play's next move. One acquisition does not make a strategy. Watch for a second deal, an original title announcement, or a change to the entity's public remit, each would clarify how serious the owned-studio approach is.
- The fate of Chrome Valley Customs. The game is Offroad's most visible asset, and how it is operated (updated, rebranded, or wound down) will tell readers whether this was a talent acquisition or a product acquisition.
- Whether the Offroad brand survives. A studio that keeps its label after being acquired tends to signal that the buyer values its culture and intends to let it run. A quick absorption into the parent says the opposite.
- More Space Ape alumni deals. The studio's breakup has now produced two exits. If a third team from the same lineage is acquired, that will say something about how the London mobile talent pool is being absorbed.
- The broader consolidation wave. Mobile gaming is under pressure to consolidate as large brand and IP owners absorb small, specialist live-service teams. Look for similar deals involving entertainment and consumer-brand companies, not only traditional game publishers.
For LEGO Digital Play, the acquisition is a statement of intent: the entity is willing to buy capability rather than wait to grow it. For Offroad, it is a landing spot that validates a 19-month sprint. For the wider mobile industry, it is another data point in a market where the most valuable thing a small studio can own may not be a hit game at all, but the team that knows how to build the next one.








