Unity · JavaScript

GAMES BUILT
FOR THE SCREEN
IN YOUR POCKET.

Pexel Grafix is a mobile-first indie studio shipping the genres that still chart - runners, merge idle, survivor-likes, TD, word puzzles, parking career - across Unity and the open web.

RUSHLINE
AFTERWAVE
LETTERFOLD
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Mobile downloads
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Avg. store rating
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Engines in daily use
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People on the crew
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Games in catalog
Our stack

Two stacks. One studio.

We pick the tool to fit the game, never the other way around - and both of them ship to a phone.

U

Unity

Our go-to for anything 3D, physics-heavy, or shader-driven - FPS, racers, and systems-heavy games live here, tuned for mid-range phones.

C#URPiOS/Android
JS

JavaScript / Web

Phaser and WebGL for instant-play games - no install, no App Store review, just a link that works in any phone browser.

PhaserWebGLPWA
Mobile-first

Built for the phone in your hand, not the rig under your desk.

Every control scheme starts with a thumb, not a mouse. We design touch-first - one-hand reachability, no tiny hit-boxes - then scale up to desktop and console after the mobile build feels right.

▲ App Store
▶ Google Play
🌐 Play in Browser
BLOCKSIEGE
NEON GUTS
How we ship

From napkin sketch to patch notes

Stage 1

Prototype & Playtest

Smallest possible version of the fun, in front of real thumbs before any "final" code gets written.

Stage 2

Production

Weekly mobile builds, honest playtests, and a scope we actually hold to - no death marches.

Stage 3

Ship & Support

Launch is day one. We patch, balance, and answer store reviews for as long as people are playing.

Ways to work with us

Pick the size of the team you need

Sprint
Prototype Sprint

Turn a pitch into a playable mobile vertical slice, fast.

from $12k
  • 2-3 week build
  • Playable prototype + playtest report
  • Direct line to the lead designer
Partner
Full Publishing Partner

We co-develop, fund, and publish alongside you.

Custom
  • Co-dev + funding conversation
  • Store, cert, and launch support
  • Long-term live-ops partnership
Word from partners

What it's like working with us

"They prototyped our pitch in two weeks and it was already more fun than the deck."

Priya Anand
Producer, Farflame Publishing

"Rushline's mission list is why testers opened it twice in a day - not the high score."

Marcus Webb
Platform Lead, indie storefront

"They killed two of their own ideas in sprint one because playtesters weren't smiling."

Elena Cho
Investor, Bitwise Ventures

"Letterfold's daily in the browser, campaign in the app - same save. Players noticed immediately."

Sam Okafor
Community Lead
Questions

Before you pitch us

Which engine will you use for my game? +
Whichever fits - Unity for 3D/physics/shaders and store-native builds, JS/Phaser for instant-play web games. We'll recommend one after the first prototype call.
Is everything mobile-first? +
Yes - every control scheme is designed for touch first, then adapted up to desktop or console if the game calls for it.
How fast can a prototype ship? +
Two to three weeks for a first playable slice, depending on how weird the pitch is.
Do you support a game after launch? +
Always. Patch support and live-ops are part of every engagement, not an upsell.
Guild channel

Get patch notes before anyone else

One email a month. New builds, dev logs, and the occasional bug we're weirdly proud of.