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DevlogMay 2025·5 min read

Why We're Building Mobile Games (And What We're Actually Making)

The honest reason

We build things because we want them to exist. The games we want to play on mobile don't exist in the form we want them. So we're building them. No elaborate market analysis. Just the oldest motivation: make the thing you wish someone else had made.

What's wrong with mobile games right now

The mobile game market is enormous and mostly terrible. The top-grossing titles are optimised for retention at the expense of experience — variable reward schedules, energy systems, pay-to-win mechanics. They're not designed to be enjoyed. They're designed to be addictive.

We're not building those. We're building games that respect the player's time, have meaningful progression, and make you feel something other than mild compulsion. Smaller market. We're fine with that.

What we're actually making

Three titles. We're not naming them yet — not secrecy, but because names are marketing commitments we won't make before the games are real.

Title 01 is a puzzle game built around a single mechanic you can learn in 10 seconds and explore for hours. One-thumb. Satisfying. The kind you play on a train and miss your stop. iOS + Android. Estimated Q2 2026.

Title 02 is an action game. Fast, precise, 60fps, built in Unity. The core loop is 90 seconds long and rewards skill, not time investment. We're designing from the touchscreen up — not porting PC mechanics badly like everyone else does. iOS + Android + Web. Estimated Q3 2026.

Title 03 is the most casual but deliberately not mindless. There's a meaningful feedback loop — something worth coming back to. Web first, then mobile. Estimated Q4 2026.

Building in public

We're documenting the development of all three titles — not the polished version, the real one. The decisions, why we made them, what broke, what surprised us. If you've ever thought about building a game, or you're just curious what goes into it, follow along.

Follow the ANASYNCH Games journey

Build updates, screenshots, and honest retrospectives posted as we go.

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