Where these games are played

Built for the phone people actually have, not the one in the advert.

A game that only runs well on current hardware is a game that most of its audience cannot play. Everything in this catalogue is built to a budget that assumes an older device, a small screen and a connection the player is paying for.

Old hardware

No engine overhead and no shader pipeline, so a game keeps a steady frame rate on a device that is several years old.

Small screens first

Layouts are designed at phone dimensions and widened afterwards, not the other way round.

Measured in kilobytes

A whole game is smaller than a single photograph, so starting one costs the player almost nothing.

The budget

What every game is built to.

  • One file, under thirty kilobytes, with no separate assets to fetch.
  • No network request while playing, so it works offline and costs no data.
  • Playable with one thumb, with no control that requires a mouse or a hover.
  • Legible at a small screen size, with no text that requires zooming.
  • A stable frame rate on hardware that is several years old, because that is what most of the audience carries.
See the games

Data cost is a design constraint

On a metered connection, every kilobyte a game fetches is a kilobyte the player paid for. That is why nothing here streams audio, downloads textures or checks in with a server. The whole game arrives once and then works, which is also what makes it playable on a train.

Screen size is not a scaling problem

Shrinking a desktop layout produces a game that is technically visible on a phone and unpleasant to play on one. The games here are laid out from the phone upwards: touch targets sized for a thumb, nothing important near the screen edge, and no reliance on precision a finger cannot deliver.

Offline is a feature, not a fallback

Because there is nothing to fetch, an interrupted connection does not interrupt a game. Scores are stored locally, so a player who loses signal mid-run loses nothing except the run itself. This is a consequence of the one-file rule rather than something bolted on afterwards.

Try one on the device in your pocket

Open any game on a phone, on a bad connection, and see how long it takes to start. That is the whole test.