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.
Three titles. Two in active dev. One experimental sandbox. 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)
THE LAB ⚗
jam buildsWhere bad ideas go to be tested and occasionally become great ones. Game jam entries, 72-hour sprints, and rapid prototypes that explore mechanics we're too chicken to ship - until we aren't.
- ▸ Shape Wars - top-down shooter prototype
- ▸ Gravity Flip - platformer mechanic test
- ▸ SoundBlocks - music-reactive puzzle concept
- ▸ Ludum Dare 55 entry - "Summoner's Grid"
- ▸ Custom 2D lighting engine (GLSL experiments)
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.