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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
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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
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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
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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
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Released

GuessFast

Find the number. Find it fast.

A number-guessing game. Every guess narrows the range; what counts is not how many tries you needed but how long you took.

  • React Native
  • Expo
  • Android
  • Puzzle
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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
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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
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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
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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
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In development

Duskfield

A world set at dusk.

The backend is being written in Bun. Details about the game itself will be added when it is ready to show.

  • Bun
  • TypeScript
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