Blockfall Blitz
Puzzle
A falling-block puzzler with a chunky, satisfying twist: every cleared line reshapes the board beneath you.
Independent mobile game studio
We make bright, tactile mobile games you can pick up for three minutes or lose an afternoon to. 40M+ downloads later, we still build every one of them by hand.
Our games
Every Nubblo title starts with one question: does it feel good in the first ten seconds? Here is what that has produced so far.
Puzzle
A falling-block puzzler with a chunky, satisfying twist: every cleared line reshapes the board beneath you.
Cozy merge
Combine seeds, sprouts and critters to grow a valley that keeps surprising you. Designed for five-minute visits.
Arcade racing
One-thumb racing with drift-heavy tracks, silly power-ups and ghost runs against your own best lap.
Match & build
Match tiles at the base, watch a tower rise above. A calm, endless climb with a hand-painted look.
Reflex arcade
Carve through drifting islands in a single unbroken gesture. Easy to start, brutal to master.
Unannounced
Our next original — a co-operative puzzle adventure built around two players sharing one screen.
The studio
Nubblo Games started in 2019 with three people, one laptop stand and a stubborn belief that mobile games could be generous. We are 34 people now, still independent, and still shipping games we actually play at lunch.
Every feature starts as a playable prototype. If it is not fun in the hand within a week, it does not ship.
No dark patterns, no manufactured urgency. We design monetisation we would be happy to explain to a friend.
Polish comes from steady iteration, not heroics. We plan for sustainable teams and dependable release dates.
Colour-safe palettes, scalable text, one-handed controls and offline play are requirements, not extras.
How we work
Four stages, repeated until the game is worth your time. Nothing here is glamorous — it is just the loop that keeps working for us.
A two-week jam turns a loose idea into a rough but playable build we can actually hold.
We test with real players, cut what drags, and find the one loop the game is really about.
Art, audio and feel get their own pass. This is where a good game becomes one worth keeping.
Launch is the midpoint. Live titles get content, balance passes and fixes for years, not weeks.
Careers
We hire slowly and keep people for a long time. Designers, engineers, artists and producers who care about feel over feature count tend to like it here.
Open applications are always welcome — write to us at careers@nubblogames.com and tell us what you have made.
Contact
Player support, press questions, partnership ideas or a bug that is driving you up the wall — one of us will read it.
Player support
support@nubblogames.com
Privacy questions
privacy@nubblogames.com