GAMES THAT BRING BACK THE JOY.
Five brothers making casual, colorful mobile games you can actually enjoy — no full-screen ad walls, no energy timers, no pay-to-win. Just pure, pick-up-and-play fun.
ARCADE
CABINET.
Nine titles. Three in active dev. Six experimental sandbox builds. All hand-crafted. All obsessively optimized.
NEON BLOX
v0.9.3A vibrant, feature-rich block puzzler with high-octane arcade DNA. Play across 6 unique game modes like Blitz and Triangle grids. String together line clears for massive combos and satisfying announcer voice lines.
- ▸ 6 Unique Game Modes (Classic, Blitz, Triangle, etc.)
- ▸ Dynamic combo system with announcer voices
- ▸ Rich audio & haptic feedback
- ▸ Seamless game state persistence
SPECTER LAB
v1.0.0A 2D sci-fi puzzle game where you manipulate a glowing phantom entity. Navigate through high-tech testing facilities using magnetic nodes, linear shields, and device sensors across 240 levels of escalating difficulty.
- ▸ 8 unique game modes (Pipeline, Tilt, Containment...)
- ▸ 240 hand-crafted & procedural levels
- ▸ Advanced fluid dynamics with custom metaball rendering
- ▸ High-tech sensor manipulation (accelerometer & magnets)
UFO COW GRAB
v1.0.2A quirky, high-octane arcade game where you control a neon UFO. Navigate the night skies, activate your tractor beam, and abduct as many cows as possible while dodging pitchforks from angry farmers.
- ▸ Dynamic tractor beam physics
- ▸ Angry farmer AI with projectile logic
- ▸ Procedural farm environment spawning
- ▸ Smooth touch & drag controls
FOX IN THE HENHOUSE
v0.1.0A sneaky grid-based stealth puzzle game. Navigate various obstacles, avoid the watchful farmer, and dodge dangerous guard dogs to collect eggs and complete your mission.
- ▸ 3 Game Modes (Classic, Greedy, Endless)
- ▸ Stealth-based grid movement mechanics
- ▸ Dynamic AI (Farmer, Guard Dogs, Recon Cats)
- ▸ Variety of obstacles (Mud, Twigs, Pitfalls)
SHADOW CAT
v1.0.0A stray cat breaks into a fish market. Memorize the grid of laser tripwires in 2 seconds before the lights go out. Navigate pitch black to the target.
- ▸ 2-second visual memory phase
- ▸ Pitch-black grid navigation (memory-based)
- ▸ Scalable difficulty (grid size & flash time)
- ▸ Cyberpunk noir aesthetic & audio
GROUNDHOG GROCER
v0.1.0Help the hungry groundhog gather fresh vegetables from the farmer's garden. Navigate complex paths, avoid traps, and stay out of sight of the grumpy gardener!
- ▸ Visual rebranding with custom groundhog assets
- ▸ Stealth-based puzzle navigation
- ▸ Dynamic gardener AI and garden traps
- ▸ Lush, vibrant 16-bit garden environments
CHAMELEON CATCH
distance gaugeSnatch exotic bugs out of the air. Visually gauge the exact distance—extend the tongue too far or too short, and you miss completely.
- ▸ Tap and hold to extend tongue
- ▸ Depth and distance perception test
- ▸ High-precision release timing
SHADOW BURGLAR
pathdrawingNavigate a museum floor full of rotating security cameras. Draw a single path from start to diamond, then press "Go" and time it perfectly.
- ▸ Single-swipe path drawing execution
- ▸ Blind-spot timing and prediction
- ▸ Pause-and-plan tactical gameplay
MIDNIGHT MOUSE
stealth & tensionA tiny mouse trying to steal cheese wedges from right under a sleeping cat's nose. A "Red Light, Green Light" test of pure nerves.
- ▸ Tap and hold to tiptoe forward
- ▸ Freeze on cat twitch or snore
- ▸ High-tension reaction time test
THE TECH
MANIFESTO.
We don't ship games that stutter. We don't ship games with lazy collision detection. We put the frame budget in a spreadsheet and we stick to it.
60 FPS Is The Floor, Not The Ceiling
Our game loop targets 1000ms / 60 = 16.67ms per frame. We profile on the lowest-spec device we support before shipping anything. No excuses. No "it'll be fine in production."
Collision Logic That Doesn't Lie
Hitboxes are smaller than sprites - intentionally. We use AABB collision with sub-pixel precision for Neon Blox and custom polygon mesh collision for Obsidion. C# collision layers keep physics from becoming a mystery box.
Low-Latency Input Is Non-Negotiable
Touch input is processed in _input() before physics - never in _process(). We target sub-50ms response from touch to visual feedback on all mobile targets.
BREAK THE SYSTEM BEFORE WE DO.
We need Crash-Test Dummies - a.k.a. beta testers willing to break our builds, file bug reports, and tell us when our UI makes zero sense.