Independent studio · 11 games · 4 apps

Our best idea is almost always what we took out.

On every product we make, the breakthrough was never a feature we added. It was something we removed, and a number proving it had to go.

Affût: sightings plotted on the IGN satellite map Agora: the start of a session, with the day's exercise Swash: choosing between the 4x4 and 5x5 boards ARKAD: the line-up of nine arcade games
Affût · Agora · Swash · ARKAD
The test bench

What we tried, and why it didn't stay

Free placement of pieces. A full trajectory preview. A cap on bounces. More shots for expert players. A clock increment. A tenth arcade game.

Every one of these looked good on paper. Free placement decided the game before the first move. The trajectory preview let you sweep through angles until the line touched the target, which solved the game without thinking. Capping bounces removed the whole point of the game — each bounce now costs energy instead.

Giving experts more shots was simply backwards: expert courses aren't harder, the players are better, so par now tightens as you improve. A three-second increment per move handed the computer an advantage it hadn't earned. And the tenth arcade game works fine — it just isn't as good as the other nine.

11prototypes buried
14,000+games simulated first
The Lab

We remove nothing without proving it first

Removing is easy; proving something has to go is expensive. Every removal rests on a measurement.

84%of high-level games ended in repetition before the no-return rule
0–16%repetitions left once taking a move back was removed
57,947,401transitions explored to prove a sixteen-square board is perfectly fair
2%win rate for the hoarding strategy after the rebuild, across two thousand games
The protocol

Five stages, never out of order

A stage doesn't open until the one before it is closed.

  1. Rules

    Written out in full, edge cases included: deadlock, repetition, draws, running out of time.

  2. Validation

    Balance measured across thousands of games, exact solving where the size allows it.

  3. Visuals

    Final and approved before a single interface is built.

  4. Interface

    Built once, on those visuals. Never twice.

  5. Integration

    Engine, network, release — then nine automated checks, any one of which blocks delivery.

On principle

And six things we'll never add

  • Advertising

    No banners, no video breaks, no rewards for watching.

  • Hidden purchases

    Nothing essential sits behind a payment.

  • Mandatory accounts

    Online play included. No personal data collected.

  • Tutorials

    If a product needs a manual, it's asking too much.

  • A network requirement

    The field has no signal, and neither does the train.

  • A product we don't like

    A prototype stays out of the catalogue until it's good enough.

Easiest thing is to try one

The games run in your browser, free. The apps are in the catalogue.