Orbital Drift
A physics-based puzzle game where players navigate gravitational fields using momentum conservation. The visual language uses geometric primitives to represent celestial bodies, demanding precision timing.
Exploring the boundaries of minimalist design and addictive mechanics. Each concept below represents a distinct pixel-space narrative designed for mobile interaction.
A physics-based puzzle game where players navigate gravitational fields using momentum conservation. The visual language uses geometric primitives to represent celestial bodies, demanding precision timing.
An endless runner set in a stylized, rain-slicked London. Players dodge dense pixel-traffic while managing a boosting system that risks overheating the engine. The soundtrack is procedural synth-wave.
A text-based market simulation set in deep space. Players interpret fluctuating commodity prices and alien transmissions to build wealth. The interface mimics a retro-futuristic terminal.
A rhythm-puzzle game where players manipulate sound waves to resonate locks. The challenge lies in visualizing frequency interference patterns. Designed for headphones with haptic feedback integration.
A fast-paced platformer where the environment actively corrupts. Players must "patch" reality while running, using glitch fragments to create temporary platforms. Visuals are intentionally unstable.
A procedural generative art game. Players nurture digital flora by solving pattern-matching puzzles. Each solution creates a unique visual bloom that can be exported as a wallpaper. Pure relaxation code.
We operate on a philosophy of "Subtractive Design". In a mobile environment cluttered with visual noise, clarity is the ultimate premium. Our games are built around the constraint that the screen is small and attention is finite.
When designing a Kancady game, we ask: "What can we remove?" If a button, an icon, or a visual effect doesn't serve the core loop, it is cut. This creates a high-contrast, focused experience where the player's intent is immediately validated.
Reality: Feature creep is the death of mobile projects. We ship with one perfect mechanic and expand only if it enhances that core.
Reality: Respect the player's intelligence. If the physics are consistent, they will learn. We remove all UI overlays during gameplay.
We optimize aggressively. A drained battery creates anxiety. Our games are lightweight so the player can relax.
We start by writing a single sentence describing the fun. Then we list three technical constraints (e.g., "No color," "One finger," "Offline only"). This prevents scope creep.
Using paper prototypes or basic code, we simulate the core loop. We don't polish graphics yet. If the mechanic isn't fun in grayscale, it won't be fun in neon.
We implement the "Kancady Polish Pass." This includes specific sound design (clicks, thuds) and screen-shake. It is the final layer that makes the game feel physical.
We release a minimal viable version. We track "Time to First Surge"—the moment players get hooked. If it's too late, we iterate immediately.
Have a concept that fits this philosophy?
Submit your concept to the studio →Kancady Studio operates out of Glasgow, but our visual language is strictly London Underground meets 1990s terminal. We chase the aesthetic of efficiency. When a player picks up a Kancady game, they know it will respect their time and intelligence.
It represents the constraint of the medium. The screen is a grid of lights. We don't fight that grid; we weaponize it. High contrast isn't just a style choice; it's a functional requirement for outdoor playability.
Our internal prototypes run on a custom engine optimized for battery life. In a stress test of "Neon Commute," the battery drain was 3% per 30 minutes on a standard device.
We prioritize action over words. Average time from user bug report to patch deployment is 18 hours for critical issues. We use a direct Discord bridge for beta testers.
We do not sell user data. Period. Our subscription model is based on value exchange, not surveillance. All telemetry is anonymized and optional.
"The 'Orbital Drift' prototype forced me to reconsider touch inputs. By removing the 'brake' button, I had to learn momentum management. It was frustrating for 5 minutes, then meditative. This is the Kancady difference."
— Alpha Tester / Puzzle Enthusiast
"Usually, mobile games kill my battery before I kill time. Void Trader lasted a 3-hour train ride with 20% battery left. The math checks out."
— Commuter / Simulation Fan