We build tightly-scoped casual games for mobile. Every feature has to justify its memory footprint. Nothing ships with a timer we did not choose, a paywall we did not need, or a bug we already knew about.
A narrow catalogue is a design decision, not a limitation. We keep three or four titles in active rotation and give each of them years of maintenance instead of shipping something new every quarter and abandoning it.
If a screen element does not help you play, it is removed. We delete interface rather than decorate it.
Tested on budget Android hardware and unstable networks first. If it stutters there, the build does not go out.
Released titles keep receiving compatibility work. A 2020 game should still open cleanly in 2027.
Our flagship title is a hand-authored logic puzzle. There is no timer, no fail state, and no resource that drains while you think. Each board introduces one idea and asks you to combine it with everything the game has taught so far.
Hints are free and unlimited. Progress is written on every move, and the entire game runs offline — so it works on a plane, in a lift, or on a train that lost signal an hour ago.
Energy bars and cooldowns are not added to games that do not need them. Difficulty belongs in the puzzle, not in the shop.
Anything purchasable is priced and described before you commit. No invented countdowns, no recurring "limited" offers.
We gather only what is needed to run and improve the game, documented plainly in our privacy policy.
A known crash is repaired before new content starts. A broken build is not a roadmap item — it is a broken product.
Publishers, distribution partners and players reach the same inbox, and it is read by the people who build the games.