Studio blog
Practical writing on mobile game design, engines, and playtesting - the stuff we argue about before art gets expensive.
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 article →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 article →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 article →Mobile-First Game Design: Building for Thumbs, Not Mice
A practical guide to designing mobile games touch-first - control schemes, reachability, session length, and why desktop ports fail when you reverse the pipeline.
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