Notes from the studio

We build games as well as publish them. These are the parts worth writing down: how a game gets tested before it appears here, what we change when we make our own editions of classic games, and the design decisions behind the rest.

How we work

How we make our own editions of classic games

A tableau of cards, a sliding tile square, four discs in a row. Nobody owns those rules. Here is what goes into turning one of them into a game that holds up on a phone.

2026-09-14
Design

An opponent that cannot see your hand

Everyone assumes the computer cheats at dominoes. The one here guesses your hand thirty times a turn instead, and the way it guesses is exactly the gap you can play into.

2026-09-01
Design

Why our endless games get easier every twenty seconds

A difficulty curve that only goes up stops feeling hard and starts feeling unfair. Here is the rest beat we build into Lane Rush and Star Salvo, and why.

2026-08-26
How we work

How a game gets tested before it goes on this site

Every game here is played through on a real phone-sized screen before it is published. Here is the checklist, and the bugs it has actually caught.

2026-08-26