Hitbox Works
Capabilities Sheet
hitboxworks.com
[email protected]
Who we are

We design and build custom leverless controllers in-house.

Hitbox Works is an independent manufacturing studio for fighting-game controllers. The PCB, the firmware, the switch tooling and the CNC aluminum enclosures are all ours — not sourced, not rebadged. That is why a talent model, a team edition or a private-label run can change artwork, colors, keys, mapping and packaging without going through a middleman. In Japan our consumer line sells under the TIKITAKA FTG brand.

In-house Fighting Board PCB (GP2040-CE) Custom-tooled switch line CNC aluminum enclosures Factory-applied artwork panels Configurable firmware Low-MOQ runs
01 — Base models

The lineup a custom run is built on.

Every run starts from a model we already build and ship. Platform support varies by model; where PS5 is listed it means a dedicated PS5-compatible (tested) model. We make no console-maker claims beyond tested compatibility.

ModelKey specificationsBest suited to
Flagship line — CNC aluminum
Elite X1Elite X1 CNC aluminum leverless controller Full CNC aluminum body; A4-class footprint — hard to find at this size; magnetic back cover; customizable button layout. Our flagship base. Premium talent models and layout-specific requests where a metal body carries the brand.
M16M16 sloped aluminum leverless controller Sloped ergonomic CNC aluminum unibody; Panda V1 1.2 mm tactile silent switches; in-house HP nylon keycaps; per-key backlight LED plus app-controlled side-panel LED; mini OLED display; hot-swap. Ergonomics and lighting. Most rivals are flat — the slope keeps a natural wrist angle for long streams. App-controlled side LED matches a talent color identity.
M5M5 split-layout leverless controller Split-layout CNC aluminum; direction and attack clusters physically separated; enlarged thumb and pinky keys; 霞軸 (Kasumi) 0.5 mm linear switches; 3D-printed nylon keycaps (layout-specific); dual USB routing; LED; OLED; hot-swap. Competition pedigree. A pro player took an M5 to Capcom Cup and finished Top 16 — non-sponsored, the player's own choice of gear. Well suited to modern-control play.
M3 ProM3 Pro full CNC aluminum leverless controller Full CNC aluminum unibody including the top panel; anodized brushed finish; laser-engraved key-zone markings; PBT dye-sublimated keycaps (legends do not fade); 霞軸 or Panda V2 switches selectable; hot-swap. Premium metal edition. The best showcase of what laser engraving can do on our aluminum. An independent upgraded product — not an M3 variant.
Value line — entry tier for large batches, prizes and giveaways
Kylinix T16Kylinix T16 translucent leverless controller Slim acrylic body with translucent shell (clear white / clear black); classic T16 layout; 霞軸 0.5 mm linear switches; thin profile with a large panel area for artwork; PC and dedicated PS5-compatible (tested) versions. The value-line lead. Same PCB and firmware as the flagships at entry cost — tournament prizes, community giveaways, campaign merchandise.
S15 Acrylic body with roomier button spacing; nylon keycaps; switch selection confirmed per run. Relaxed spacing many players find comfortable over long sessions. An easy fit for event and community runs.
Plus D16 Acrylic build wrapped in an aluminum outer frame for a solid one-piece feel; Panda V1 silent tactile switches; in-house HP nylon keycaps; acrylic top stays warm to the touch in winter. The upgraded entry base — a step above plain acrylic without moving to a full CNC budget.
Honest note on the 0.5 mm 霞軸 switch: it is a high-sensitivity switch, not a beginner switch. Players used to long-travel buttons need an adaptation period — the technique is to tap, not to rest fingers on the keys. We flag this on every 霞軸-equipped build so your talent or players know what to expect. Panda V1 (1.2 mm) is the more forgiving choice.
02 — Customization

Eight dimensions you can specify.

Each dimension is confirmed at the render stage before anything is produced.

A — Panel artwork

Talent or brand art, factory-printed and factory-applied on panel models. Full-panel coverage; the artwork is part of the build, not a sticker.

You supply: print-ready artwork (vector or high-resolution), and you must hold the rights to it.

B — Colorways

Anodized brushed or UV-coated finishes on CNC aluminum, matched to talent, team or brand colors. UV coating opens up colors beyond what anodizing can reach.

You supply: color references (Pantone or hex), or a brand guideline we can match against.

C — Logo engraving

Laser engraving on aluminum surfaces — the same process behind the M3 Pro's key-zone markings. Permanent, not printed.

You supply: a vector logo and placement direction.

D — Keycaps

In-house HP nylon (fine, smooth, dry touch), PBT dye-sublimated (matte, legends never fade), ABS, or 3D-printed nylon for special layouts.

You supply: material and color direction — we advise against the wrong pick for your use case.

E — Switches

From our custom-tooled line: 霞軸 0.5 mm linear (35 ± 10 gf, rated 100M actuations), Panda V1 1.2 mm tactile full-POM silent (70M), Panda V2 0.8 mm linear (40 ± 10 gf, 70M). Adjustable-actuation magnetic switches available with our Fighting Board — details on request. Every aluminum model is hot-swappable, so end users can still change later.

You supply: a preference, or tell us the player level and we recommend.

F — Firmware mapping

Per-run button mapping and profiles on our GP2040-CE-based Fighting Board. SOCD cleaning support, designed to meet major tournament guidelines. Our firmware builds ship with no input-automation functions of any kind.

You supply: the mapping or profile you want as default; we handle the build.

G — Lighting

Backlight presets on LED-equipped models. On M16: per-key backlight plus a side-panel LED whose color and mode are controlled from a phone app.

You supply: the color or mode direction you want set at the factory.

H — Packaging

Custom retail box, sleeve and insert direction, developed with your team and confirmed per project.

You supply: box artwork or a design direction, and whether the run is retail-facing or internal.
03 — Process

Four steps from idea to delivery.

01 / SPEC

Requirements

You tell us organization type, batch size, base model preference, custom scope, region and target date. No commitment at this stage.

02 / RENDER

Design sign-off

We build renders of the panel art, colorway and engraving for your approval before anything is produced.

03 / SAMPLE

Pre-production unit

A sample build for hands-on verification — feel, finish, mapping — before you commit to the batch.

04 / BATCH

Run & delivery

Production with per-unit checks, then delivery to your destination.

04 — Common questions

The four we get asked first.

Which platforms are supported?

Our dedicated PS5 models are PS5-compatible (tested); PC, Switch, PS3 and PS4 are supported depending on model. The bare Fighting Board covers PC / PS3 / PS4 / Switch / Switch 2, and PS5 use with it requires an additional authentication device. Xbox is not supported. We are an independent studio with no affiliation to Sony Interactive Entertainment, Nintendo or Microsoft — platform names describe compatibility only.

Are these usable in tournaments?

Our firmware has SOCD cleaning support and is designed to meet major tournament guidelines, and our builds ship with no input-automation functions of any kind. Every event publishes its own ruleset, so always confirm against the ruleset of the specific tournament your players are entering.

What is the MOQ, and what does it cost?

MOQ and pricing are confirmed per project, in writing, on request — we do not publish them, because the honest answer depends on your base model and custom scope. What we can say plainly: pricing scales with run size. A handful of talent units is more per unit than a merch run; we will tell you where your batch lands before you commit to anything.

How long does it take?

Lead time is confirmed per project on request, once the spec is set — it depends on base model, custom scope and batch size. Sequence is fixed regardless: render sign-off, then a sample, then the batch. Tell us your target date in the first message and we will tell you straight away whether it is workable.

What we never publish: MOQ, unit pricing, lead times or certifications — those are confirmed per project, on request. What we never build: input-automation functions of any kind. What we ask of you: that you hold the rights to any talent or brand artwork you supply.

Start with a spec, not a commitment.

Tell us the base model, the batch size and what you want on it. We come back with a render.