Games that live in your notification shade — so the video, podcast or stream underneath never stops.
Everyone knows the second screen: your phone while the TV plays. But in bed, on the toilet, there is no TV — your phone is the only screen. That restless slice of attention has nowhere to go.
No audio dependency — you're already listening to something. No time pressure that punishes looking away. One thumb, second-long sessions. State persists after every move.
Each surface fits a different kind of game. It's the most important design cut in the whole studio.
The game lives in an ongoing notification. Every tap is a broadcast — the shade stays open, the state recomputes and redraws. Turn-based and tap-based: pull the shade down and the whole board is there, exactly where you left it.
A real view hierarchy floating above any app — full touch, canvas, animation, particles. The app underneath stays alive. For what the shade can't do.
You just tried the one above, live. Ten titles now share one engine and one surface — every board below is drawn inside a real notification, not a screenshot of one.
Four arrow buttons, one 4x4 board: a tap slides every tile one way and fuses the pairs that match. A move is one redraw, so the shade never falls behind, and the board waits exactly where you left it.
Five mines under twenty-five covered cells, and numbers that tell you where they are. A mode button decides whether your tap digs or plants a flag, so the board only ever moves when you do.
A hidden word of five to eight letters, the full A–Z keyboard on the card, six wrong guesses to spend. One tap is one letter and one redraw, and the round sits untouched for as long as you look away.
Six tries at a hidden five-letter word, typed on a keyboard that fits on the notification card. Every guess comes back green, amber or grey, and a half-typed row waits exactly where you left it.
Twenty-five lamps, one verb: each tap flips the lamp you hit plus its side neighbours, never the diagonals. Clear the grid to dark. Nothing animates and nothing ticks, so the board waits exactly as you left it.
Six by six, five colours. Pick a colour and the patch in the top-left corner takes it, swallowing whatever it now touches. Twenty-two moves per board — one tap each, and nothing moves until you tap again.
Tap FORGE for one spark, then spend sparks on Embers, Bellows, Forges and Foundries that produce every second. The card never animates: it settles from the clock on your next tap, and nothing decays.
Five dice, up to three rolls a turn, thirteen boxes to fill once each. Hold what you like, re-roll the rest, bank the turn — then put the phone down mid-scorecard and come back to it intact.
Six rows, seven columns, seven drop buttons. One tap sends your disc down a column and the opponent replies in the same redraw — a whole exchange for one glance, and the board keeps your place if you look away.
Twenty-eight cards stacked in a triangle. Tap two uncovered ones that add to 13 and both leave; a King goes alone. Two taps to a pair, and a half-made one waits while you look away.
Turn ScreenWhile on once. It settles into your shade as a standing toggle, and you summon a game with a single tap — without ever interrupting what you're listening to.