Dev log
What's shipped, as it ships. Every entry links to the game it's about.
November 2026
A custom 2D physics engine built from scratch -- real friction, real collisions, real wall bounces -- plus local pass-and-play and real-time online matches.
November 2026
2 to 4 players, local or online, with every dice roll generated server-side so no one can roll in their own favor.
November 2026
Local pass-and-play, a genuine minimax AI opponent, and real-time online matches by room code.
November 2026
The arcade classic, rebuilt with swipe controls and a speed curve that ramps smoothly as you grow.
November 2026
A 10x10 block-placement puzzle with 19 original piece shapes and a growing bonus for clearing multiple lines at once.
November 2026
150 original puzzles across five packs, from a gentle 5x5 up to a 20x20 mural, every one verified to have exactly one solution.
November 2026
Every game's Play Games/ads/IAP/analytics foundation moved from a separate nested package into plain source inside each game's own project -- one less moving part to build and maintain.
November 2026
800 puzzles, each rated by the actual logic techniques it takes to solve it, across four difficulty tiers plus a daily challenge.
November 2026
A daily five-letter word puzzle, the same word for everyone, with hard mode and a streak tracker.
November 2026
A one-tap endless flyer on deterministic physics, so the difficulty curve stays fair run after run.
November 2026
The first game, and the shared foundation -- Play Games sign-in, leaderboards, achievements, ads, and purchases -- that every later game is built on.