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Why Glydra uses relative-drag control

When you're making a one-touch arcade game, there's a temptation to treat the controls as a solved problem. Tap, swipe, drag — pick one and get on to the fun stuff. We learned the slow way that for Glydra, the controls were the fun stuff. Get them wrong and nothing…

June 16, 2026
Devlog
Designing Fuzzlings: making a Suika-style merge feel cozy

Merge puzzles in the Suika mold are quietly stressful games. You drop things into a jar, matching pairs combine into bigger things, and the whole time a tide of stuff is creeping toward the rim. Lose track for a few drops and it's over. We love the format, but we…

June 13, 2026
Devlog
Mote and the idle-game problem: respecting a player's time

Idle games have a bit of a reputation, and not a flattering one. The genre is famous for number-go-up dopamine, push notifications nagging you back, and a shop happy to sell you the progress you were promised for free. We wanted to build an idle game we'd actually be…

June 12, 2026
Devlog
Quaylo: building logic puzzles that need no language

Most puzzle games quietly assume you speak a particular language. Word games are the obvious case, but even a number puzzle usually leans on a wall of text to explain itself. We wanted to build something a player in São Paulo, Seoul or Stockholm could pick up and…

June 11, 2026