When people hear our pricing, the first question is usually some version of: “Why would you leave money on the table?” Fair question. Here’s the honest answer.

One price is a promise

A flat dollar isn’t really a price — it’s a contract. It tells you, before you tap “buy,” everything you need to know about what happens after: the whole game is on the other side of that dollar. No level packs. No “remove ads” toggle, because there are no ads. No currency with a cute name. When every game in the catalogue costs the same, the promise compounds: you never have to re-read the fine print, because there isn’t any.

It changes what we build

Business models are design documents in disguise. The moment we committed to one-time pricing, whole categories of design work disappeared — and better ones took their place:

Every hour we would have spent tuning a monetization funnel goes into levels, sound, and polish instead. At our size, that trade is the entire game.

The math works at small scale

We’re a tiny studio with tiny costs. A dollar a game, across four games, from players who often buy the whole catalogue at once and tell a friend — that sustains us. We will never out-earn a free-to-play giant, but we were never trying to. We’re trying to be the studio whose name on a store listing means you already know it’s fair.

The cheapest marketing in the world is a customer who trusts your price tag.

All four of our games are available now for $1 each on iOS and Android.