Games that run
from a link.
No store, no install, no download. We build browser games in HTML5, Canvas and WebGL — the kind you drop into a message and someone is playing three seconds later, on whatever phone they happen to be holding.
▶ Try the demo — catch the lime, dodge the red.
Small games, built properly.
Playable on a mid-range Android over a Lebanese data connection — that is the bar everything here gets measured against.
Browser games
Arcade, puzzle, brawler, endless runner. Sprite atlases, real game feel, 60fps on hardware that is not a gaming laptop.
Mobile-web first
Touch controls that land where you actually tap, safe-area handling, no black bars, installable as a PWA and playable offline.
Branded & promo games
Campaign games, spin-to-win, in-store activations and quizzes, wired into your CRM, WhatsApp or a plain spreadsheet.
Gamified products
Streaks, levels, leaderboards and reward loops added to a dashboard or a shop, so people come back without being nagged.
Art & audio pipeline
Generated and hand-corrected sprite sheets, background removal and trimming, plus synthesized music and SFX — no per-asset licence bill.
Ship it and keep it running
Hosting, a real domain, analytics on what people actually play, and updates that go live without an app-store review queue.
Playable early, not at the end.
You get something you can hold and play in the first week. Everything after that is an argument you can settle by playing it.
Pitch
One page: the loop, who it is for, what "good" means. Not a design document nobody reads.
Prototype
A grey-box version of the core loop, on a link, on your phone. If it is not fun here, art will not save it.
Production
Art, audio, levels, tuning. Weekly builds at the same URL, so feedback stays concrete.
Launch
Performance pass, controls pass, analytics, and a domain of your own. Then we watch and adjust.
Got an idea for a game?
Tell us the idea in two sentences. If it is a fit we will come back with a scope and a number — and if it is not, we will say so.