A phone on a rain-soaked rooftop, screen glowing with a city runner.

Mobile game studio

We make mobile games worth keeping.

An independent studio for original Android and iOS titles — games and pocket AI, designed, built, and live-operated by the same compact team. Real footage on every page, not mockups.

Titles
5
Stores on every launch
2
FPS on mid-range
60

02/Footage

Watch a full Cube Race run.

Open the title

Cube RaceGrab green. Beat the pack. Sound on if you want the grid.

03/Craft

Android, iOS, and the systems that keep a title alive.

01

Native Android

Kotlin, Play Billing, and performance budgets for the devices people actually own — not just the ones in launch films.

02

Native iOS

Swift, Game Center, and App Store review as a craft. Same day, same build family as Android. No second-class port.

03

Live operations

Seasons, economies, and content pipes a small team can actually run. The game should still feel authored on week forty.

04

Thumb-first systems

One-handed sessions, honest difficulty, no energy-timer dark patterns. If it does not feel good on a commute, it does not ship.

04/Method

Prototype on both stores. Ship when the thumb is right.

  1. 01

    Discover

    A week in the fantasy, the thumb, and the session length. We kill ideas that need a tablet.

  2. 02

    Prototype

    Playable on both stores in weeks, not quarters. If the feel is wrong, we know before art locks.

  3. 03

    Vertical slice

    One complete loop: onboarding, session, reward, return. Mid-range frame time is a feature, not a later pass.

  4. 04

    Ship & run

    Soft launch, two storefronts, live-ops from day one. We stay on the title after the launch week noise.

05 / Next

Have a game that belongs on a phone?

Tell us the fantasy and the session length. We will tell you if it should be native, and how it ships on both stores.

Talk to the studio