5 BROTHERS • 1 STUDIO • INDIE AF

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.

SCROLL //
GODOT ENGINE C# / .NET FLUTTER PIXEL ART 60 FPS TARGET CUSTOM COLLISION MOBILE FIRST 2D PHYSICS NEON BLOX OBSIDION TALL STACK INDIE AF GODOT ENGINE C# / .NET FLUTTER PIXEL ART 60 FPS TARGET CUSTOM COLLISION MOBILE FIRST 2D PHYSICS NEON BLOX OBSIDION TALL STACK INDIE AF
// Section 02 :: The Vault

ARCADE
CABINET.

Three titles. Two in active dev. One experimental sandbox. All hand-crafted. All obsessively optimized.

Neon Blox Gameplay
ACTIVE DEV

NEON BLOX

v0.9.3
Flutter Android • iOS

A 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.

// core_mechanics
  • 6 Unique Game Modes (Classic, Blitz, Triangle, etc.)
  • Dynamic combo system with announcer voices
  • Rich audio & haptic feedback
  • Seamless game state persistence
Specter Lab Gameplay
ACTIVE DEV

SPECTER LAB

v1.0.0
Flutter / Flame Android • iOS

A 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.

// core_mechanics
  • 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)
DOWNLOAD TERMS PRIVACY
EXPERIMENTAL

THE LAB ⚗

jam builds
Game Jams Prototypes

Where 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.

// current_experiments
  • 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)
DOWNLOAD TERMS PRIVACY
// Section 03 :: Under the Hood

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.

// tech_stack.json
Godot 4 C# / .NET 8 Flutter Dart GLSL Shaders Livewire 4 Tailwind v4 Alpine.js Aseprite
// live_metrics.real_time
</>
Total Lines of Code
loc
142,387
Pixels Rendered
px/session
2.4B+
Coffee Consumed
cups
Avg Frame Budget Used
%
73
Sprite Frames Hand-drawn
frames
1,847
Git Commits
commits
3,214
ALPHA CHANNEL // OPEN ENROLLMENT

BREAK THE SYSTEM BEFORE WE DO.

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