Devlog
Devlog
Why Glydra uses relative-drag control
The control scheme is the whole game. Here's why we threw out the obvious option and built Glydra around your finger instead.
June 16, 2026
Devlog
Designing Fuzzlings: making a Suika-style merge feel cozy
Merge puzzles are usually quietly stressful. We wanted one you could sink into. Here's how we kept the satisfying part and softened the rest.
June 13, 2026
Devlog
Mote and the idle-game problem: respecting a player's time
Idle games have a reputation for farming your attention. With MOTE we tried to keep the lovely part and drop the dark patterns.
June 12, 2026
Devlog
Quaylo: building logic puzzles that need no language
Most puzzle games quietly assume you speak a certain language. Quaylo's whole idea is to need no tutorial at all.
June 11, 2026
