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.
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.
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.
JavaScript / Web
Phaser and WebGL for instant-play games - no install, no App Store review, just a link that works in any phone browser.
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.
Genres that still chart. Structure that keeps them open.
Rushline
One-thumb subway runner with 8 cities, 96 missions, and a weekly live event.
Read case study →
Merge Quarter
Travel Town-style merge boards: 6 districts, 150 orders, collection meta.
Read case study →
Afterwave
Vampire Survivors on a phone: 12 nights, timed bosses, 80 weapon evolutions.
Read case study →
Holdfast
Kingdom Rush structure with a roguelike run: 5 biomes, 50 maps, daily seed.
Read case study →
Letterfold
Wordle-daily plus a 200-level campaign in 8 packs. Instant play in the browser.
Read case study →
Bay Park
Car Parking Multiplayer demand with a career: 8 lots, 64 jobs, license ranks.
Read case study →
Scroll to explore →Swipe to explore →
From napkin sketch to patch notes
Prototype & Playtest
Smallest possible version of the fun, in front of real thumbs before any "final" code gets written.
Production
Weekly mobile builds, honest playtests, and a scope we actually hold to - no death marches.
Ship & Support
Launch is day one. We patch, balance, and answer store reviews for as long as people are playing.
Pick the size of the team you need
Turn a pitch into a playable mobile vertical slice, fast.
- 2-3 week build
- Playable prototype + playtest report
- Direct line to the lead designer
A full cross-disciplinary team embedded on your game.
- Design, art, engineering, QA
- Weekly builds & playtests
- Scoped milestones, no surprise invoices
We co-develop, fund, and publish alongside you.
- Co-dev + funding conversation
- Store, cert, and launch support
- Long-term live-ops partnership
What it's like working with us
"They prototyped our pitch in two weeks and it was already more fun than the deck."
"Rushline's mission list is why testers opened it twice in a day - not the high score."
"They killed two of their own ideas in sprint one because playtesters weren't smiling."
"Letterfold's daily in the browser, campaign in the app - same save. Players noticed immediately."
Notes from the studio floor
Mobile design, engines, and playtesting - written the way we talk about shipping.
The Soft-Lock That Wasn't a Soft-Lock: Hunting a Mid-Range Android Bug
How a pause flag, a background audio callback, and three mid-range Android devices turned a 'harmless' UI change into a session killer - and the checklist we now run before every soft launch.
Read →Grey-Box First: How to Playtest Mobile Game Prototypes Before Art
Why grey-box playtesting saves mobile games from pretty failures - how to run early tests, what to measure, and how to kill bad ideas while changes are still cheap.
Read →Unity vs JavaScript: Choosing a Mobile Game Stack
When to pick Unity or a JavaScript/Phaser web stack for mobile games - based on genre, distribution, team skills, and how fast you need a playable build in someone's hand.
Read →Before you pitch us
Get patch notes before anyone else
One email a month. New builds, dev logs, and the occasional bug we're weirdly proud of.