Expertise · craft over scale

Simple to play.
Hard to make simple.

Removing complexity is the expensive part. This is what sits behind a board that looks like it takes one tap to start — the systems, the art rules and the engineering habits that make casual feel effortless.

Capabilities

Six things we do ourselves

01

Puzzle & tile-match systems

Layout authoring tools, symmetry and stacking rules, solvability verification, difficulty curves that climb without spikes, plus hint and shuffle logic that always leaves a legal move.

  • Generated boards, validated by simulation
  • Dead-end detection before release, not after
  • Session length tuned in minutes, not hours
02

Comfort UI & accessibility

Designing for real eyes and real thumbs: oversized readable faces, AA-level contrast, depth cues that show what is free, and hit areas that forgive a shaky hand on a moving bus.

  • Large-tile typography system
  • Colour pairs chosen to stay distinct for common colour-blindness
  • One-hand reach zones respected
03

Motion, audio & game feel

The difference between a clean board and a satisfying one is 200 milliseconds. Tile lift, settle, match burst, ambient score — every curve is authored, never defaulted.

  • 60fps target on mid-range devices
  • Reduced-motion and silent-play friendly
  • Feedback on every input, never on idle
04

Offline-first engineering

No account, no network handshake, no loading spinner between you and the board. State lives on the device and survives app updates, restarts and a full day in airplane mode.

  • Deterministic save/restore with corruption-safe writes
  • Small installs, fast cold start
  • Battery- and thermally-aware animation
05

Localisation & culture

Mahjong carries tradition. Tile faces, colour meaning and wording are checked region by region so the game reads naturally — and respectfully — wherever it is opened.

  • Culturally reviewed artwork and copy
  • Locale-safe layout reflow
  • Store listings written per market
06

Live ops & store growth

Content cadence, screenshot and keyword experiments, review triage, and a crash budget we treat as a moral issue rather than a metric.

  • Weekly content drops, quarterly theme events
  • ASO tested on creatives, not guesses
  • Retention read through session length, not vanity installs
Process

From a paper prototype to a store page

Five gates. A game only moves forward when the one before it is boringly solid — which is exactly how it ends up feeling effortless to play.

If a rule needs explaining, the rule is wrong. We delete until only the fun survives.

01

Paper & pencil

Rules are proven on a physical board before a single file is created. If it isn't fun in silence, code won't save it.

02

Grey prototype

Unfinished, unbranded, playable. We measure one thing: does a stranger understand the goal without help?

03

Art & feel pass

Tile faces, felt, motion, sound and haptics land together — polish is a design stage here, not a cleanup stage.

04

Validation

Solvability sweeps across every layout, device matrix testing on low-end hardware, and a soft launch with real strangers.

05

Launch & listen

Store launch, then a steady rhythm of content and fixes driven by player messages and retention curves.

House rules

The checklist every build must pass

Playable in 10s

From app icon to first tile matched, in the wrong hand, on a bus.

Never a dead end

Help is always one tap away and always honest.

Offline by default

A plane, a subway and a dead router are all valid play environments.

Calm under pressure

No dark patterns, no fake urgency, no rage monetisation.

Cross-platform buildsLow-end device matrixCrash budget < 0.1% Fast cold startSmall install sizeData-safe saves Store creative testingReview triage

Have a puzzle worth solving?

We take on a new concept only when it can pass the ten-second test. If that sounds like your game, write to us.