01
Native Android
Kotlin, Play Billing, and performance budgets for the devices people actually own — not just the ones in launch films.

Mobile game studio
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.
01/Titles

Neon pack race
Grab green. Beat the pack.
Android · iOS

Dodge and climb
Grab green. Dodge red. Don't stop.
Android · iOS

Strike timing
Strike the iron while it's hot.
Android · iOS

Ice runner
Slide. Dodge. Survive.
Android · iOS

Pocket companion
An AI that talks with you, not at you.
Android · iOS
02/Footage
Cube Race — Grab green. Beat the pack. Sound on if you want the grid.
03/Craft
01
Kotlin, Play Billing, and performance budgets for the devices people actually own — not just the ones in launch films.
02
Swift, Game Center, and App Store review as a craft. Same day, same build family as Android. No second-class port.
03
Seasons, economies, and content pipes a small team can actually run. The game should still feel authored on week forty.
04
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
01
A week in the fantasy, the thumb, and the session length. We kill ideas that need a tablet.
02
Playable on both stores in weeks, not quarters. If the feel is wrong, we know before art locks.
03
One complete loop: onboarding, session, reward, return. Mid-range frame time is a feature, not a later pass.
04
Soft launch, two storefronts, live-ops from day one. We stay on the title after the launch week noise.
05 / Next
Tell us the fantasy and the session length. We will tell you if it should be native, and how it ships on both stores.
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