Independent mobile game studio · Estonia
Playflame.
Mobile games.
Building since 2009. 100M+ downloads in hyper-casual. Now building hybrid-casual puzzle.
01 / NOW
What we're building now
Since 2009 most of our work has been hyper-casual. That's where the 100M downloads come from, and it's what we're known for. Puzzle has run alongside it rather than being the main focus.
That is changing, deliberately. Our focus now is hybrid casual puzzle, with sort and merge cores. It's where the market is, and it's where we want the next stretch of our work to be. Years of building hooks doesn't stop mattering in puzzle, it just has to carry a deeper meta behind it.
Every concept goes through a market test before we commit to it. We build fast, read the numbers honestly, and put our effort behind the ideas that earn it.
02 / SHIPPED
Games in the wild
Published work, real numbers, and the people we shipped it with.
Oil Hunt
Self-published
Featured by Apple & GoogleOil Hunt 2
Self-published
Featured by Apple & GoogleZombie High Dive
Published by Chillingo
Escape with Words
Self-published
Featured by Apple & GoogleZombie's Got a Pogo
Self-published
Featured by Apple & GoogleCube Rule
Self-published
Featured by Apple & GoogleMonster Fishing Legends
Self-published
Featured by Apple & GoogleAll of our self-published titles were featured on both the App Store and Google Play.
Over a hundred prototypes
Most of what we build never ships, and that's the point. Every one of these was market-tested before we decided.
Publishers we have shipped and worked with
Shipped with
Supersonic Studios · Chillingo
Worked with
Voodoo · Lion Studios · Moonee
03 / PUZZLE
Puzzle isn't new ground.
It just hasn't been the headline.
We've built around twenty puzzle prototypes, five of them sort-style, and we shipped two self-published puzzle titles — Escape with Words and Cube Rule — both featured on the App Store and Google Play.
Each sort concept was market-tested before we committed further. That discipline is the point: we'd rather take one concept all the way with a partner than push volume for its own sake.
Five sort prototypes Click to watch
Shipped puzzle titles Featured on both stores
04 / PROCESS
How we work
One small senior team from first conversation to test result.
Concept first
We'd rather agree the direction with a publisher before we build anything, so both sides are working on something they believe in.
Small and senior
Two founders run every project end to end. Fast decisions, nothing lost in handover. Art, level design and extra development come from a team we've worked with for about ten years.
We decide on data
Every prototype gets a real market test, and the numbers decide what moves forward. One or two prototypes a month that are worth testing, rather than six that aren't.
05 / TEAM
Two founders.
Every project.
Plus a standing team we've shipped with for about ten years: 2D/3D art, level design, and additional Unity development when a build needs it.
Extended team
The same people, project after project, for about a decade. Not a roster we assemble from scratch each time.
- 2D artistUI, icons, store creatives
- 3D artistCharacters, environments, animation
- Level designerPuzzle content, difficulty curves, live-ops batches
- Unity developmentExtra capacity when a build needs it
06 / CONTACT
Build the next one
with us.
We're looking for a publishing partner to build with, not just hand a finished game to. If that's how you work, get in touch.











