Games
Games builds short-session mobile games that take seconds to learn and a long time to master. Every stage happens inside the studio: design, networking, art and store release.
- Mobile game development in Unity 6 — URP 2D, Input System
- Multiplayer architecture — Netcode for GameObjects, Mirror, Unity Relay
- Mobile games in React Native + Expo, with Firestore room sync
- Procedural art and audio; interfaces built in code
- Server-authoritative rule engines, matchmaking and MMR/ELO
- Accessibility, two languages (TR/EN) and store release pipelines


In development
PushBump
Tilt, charge, release. One shove changes everything.
An online multiplayer mobile arena game. You move by tilting the phone, then charge a shot and let it go. Characters with their own weapons and abilities, four arenas, a bot mode and a defence mode.
- Unity
- Mirror
- Android
- Multiplayer


In development
Neu-Pummel Party
Two to eight phones, thirty minigames, one room.
A party game played on phones. One person hosts, everyone else joins from a list on the same Wi-Fi — no IP addresses, no accounts; a six-digit room code covers play over the internet. Each round pulls one of thirty minigames, and every game has three arena variants and its own bot AI. There is not a single binary art asset in the repository: all visuals and sound are generated in code at runtime. Team mode, Grand Prix, a colour-blind palette and reduced motion are built in; no ads and no in-app purchases.
- Unity 6
- Netcode for GameObjects
- Android
- 2-8 players


In development
UnderCard
Call it when your hand is lowest. Be wrong and you lose.
A real-time multiplayer mobile card game in the Cabo family. Two to eight players join with a four-digit room code or an invite link, and room state syncs through Firestore. Bots at three difficulties, a fully offline single-player mode, reconnection, ability and event cards, three themes and two languages.
- React Native
- Expo
- Firebase
- 2-8 players


In development
EdgeOut
Push six of your opponent's marbles off the board.
Competitive online push strategy on a hexagonal board, using the Abalone rule set. Client and server share the same rule engine: the client previews a move instantly, the server validates it and broadcasts the result — so previews feel immediate while cheating still hits the server wall. An MMR-windowed matchmaking queue, a rank ladder, turn timers, a reconnect grace period and a practice bot.
- TypeScript
- Node.js
- WebSocket
- Multiplayer


In development
Card Wars
Lane-based card combat, 1v1 or 2v2.
A lane-based card battler. The game bootstraps itself at launch — it runs even in an empty scene, so a corrupted scene file cannot take the game down and everything stays as text under version control. In 2v2 each player faces exactly one opponent and a team only loses once every member is down, which makes keeping your ally alive a real decision.
- Unity 6
- Card game
- 2v2


In development
Today's Word
The word of the day.
A word puzzle game. Still in design; the rules and screenshots will be added once it is ready to show.
- Word game


In development
Timber Supply & Co
Cut it, haul it, sell it — the whole chain is yours.
A management game built on a timber supply chain. Details will be added once it is ready to show.
- Management


In development
Muavin-Sim
You are not at the wheel — you are at the door.
A simulation game about working as a bus conductor. Details will be added once it is ready to show.
- Simulation

