The loop comes first
No amount of art, story or marketing rescues a core loop that is not fun. We test it before we build anything around it.
Kravyn Games is a 5-year-old studio of designers, engineers and artists shipping free-to-play titles for players in more than 190 countries. Small teams, short feedback loops, and a stubborn belief that the core loop has to be fun before anything else matters.
We started as four people and one prototype. What kept us going was a simple rule that still holds: if the game is not fun with grey boxes and no sound, no amount of art or marketing will save it later.
Today we are a full studio with design, engineering, art, audio and live-ops under one roof. Every title is owned end to end by a squad small enough to fit around one table, and every release is instrumented from the first playable so decisions come from data rather than debate.
We are independent, self-funded and in no rush. That lets us kill projects that are not working and give the ones that are the time they deserve.
No amount of art, story or marketing rescues a core loop that is not fun. We test it before we build anything around it.
Squads of five to eight people who own a title end to end. Fewer handovers, faster decisions, clearer accountability.
No dark patterns, no manufactured frustration. We would rather earn a second session than force a first purchase.
Real telemetry from real players beats internal debate every time. We release early, read the data and change our minds in public.
Different genres, one standard: a loop you understand in ten seconds and are still thinking about an hour later.
Endless Runner
A neon-drenched sprint through a collapsing megacity. One thumb, zero mercy, and a soundtrack that speeds up with your streak.
Match-3 / Builder
Swap tiles to rebuild a fallen realm. Every board you clear raises a wall, a market or a keep in a kingdom that is entirely yours.
Arcade Racing
Sixty-second races on handcrafted tracks. Physics tuned for the perfect slide, tuned again until it felt unfair to stop playing.
Turn-Based Strategy
Command a squad across a frozen frontier. Small grids, deep decisions, and a campaign that fits into a commute.
Idle / Tycoon
Smelt, automate, expand. A factory sim that respects your time whether you play for thirty seconds or thirty minutes.
Action Roguelite
Our most ambitious build yet: procedural dungeons, hand-authored bosses and runs designed to be told as stories afterwards.
Concept, prototype, soft launch and global release. We own the full pipeline in-house — design, art, engineering, audio and live operations.
Seasons, events, balance passes and content drops planned months ahead, so a launch is the start of a title's life rather than the end of it.
Ads and in-app purchases tuned so they sit beside the fun instead of on top of it. If a placement hurts retention, it does not ship.
Instrumented from the first playable. Cohort retention, funnel health and session quality drive the roadmap more than opinion does.
A dedicated art team producing readable, performant visuals that hold up on a five-year-old handset and a flagship alike.
Shared tooling, build automation and backend services across every title, so each new game starts further down the road than the last.
Most concepts never make it past the first stage. The ones that do have already earned it.
Two weeks, one question: is the core loop fun with placeholder art? Most ideas die here, and that is exactly what this stage is for.
We build a vertical slice and put it in front of real players. Day-one and day-seven retention decide whether the project continues.
Art direction locks, the economy is tuned, and performance work brings the build down to a size and frame rate we are happy to ship.
Staged soft launch, market by market, then a global release backed by a content calendar already written for the first six months.
Game designers, Unity engineers, backend engineers, 2D and 3D artists, UA and analytics specialists. We care far more about what you have shipped than where you studied, and we would rather see a rough prototype you built for yourself than a polished CV.
If that sounds like you, send us your work and a short note about a game you wish existed. We read every one.
careers@kravyngames.com
Publishing conversations, partnership enquiries, press requests or a bug in one of our games — reach the right inbox below and a human will reply.
General enquiries
hello@kravyngames.com
Player support
support@kravyngames.com
Careers
careers@kravyngames.com
Privacy & data
privacy@kravyngames.com
Studio
Kravyn Games (Private) Limited