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Mobile game studio · India

Small games.Hard to put down.

  • Calm
  • Casual
  • Satisfying

We build puzzle and casual games for phones. The whole craft is making one small action feel good enough that you want to do it again.

One piece missing.

Then take the board apart
What we make

Four directions.One question.

Every game starts from the same place: a mechanic simple enough to understand in three seconds, and satisfying enough to repeat three hundred times. These are the four we keep coming back to — open one and play it.

Piece 01What we make
  • 01

    Calm puzzles

    Quiet, unhurried puzzles for short sessions. No timers, no fail states, nothing punishing.

  • 02

    Sort & match

    Colour, shape and object mechanics where one tap is one visible piece of progress.

  • 03

    Brain & word

    Light mental challenges that stay approachable. Clever, never clever-clever.

  • 04

    Everyday escapes

    Games for the five minutes in a queue. Open, unwind, close, feel better.

How we think

Small ideas,built properly.

A game doesn't need to be big to matter. It needs to be clear, feel right in the hand, and be worth opening again tomorrow.

Piece 02How we think
  • 01

    Clear

    If it needs explaining, it isn't finished.

  • 02

    Satisfying

    Every tap should pay the player back.

  • 03

    Calm

    A game should leave you better than it found you.

  • 04

    Measured

    We read what players do, not what we hoped they'd do.

  • 05

    Finished

    The last five per cent is the part players feel.

How we work

One loop.Run it faster.

Every game we work on moves through the same six steps. The quicker we get around them, the better the game gets.

Piece 03How we work
01

Idea

Find one mechanic worth repeating.

Product mindset

We ship products,not builds.

Development is the middle of the job. We care about the store page, the first two minutes, the reason to open it tomorrow, and how it pays for itself.

Piece 04Product
  1. First impression

    The store page, and the promise it makes.

  2. First session

    The first two minutes decide everything.

  3. Retention

    A reason to open it again tomorrow.

  4. Monetization

    Sustainable, and never at the player's expense.

  5. Long-term engagement

    New reasons to stay, months in.

  • Game design
  • UX / UI
  • Player experience
  • Retention
  • Monetization
  • Analytics
  • Live operations
  • User acquisition
  • ASO
  • A/B testing
  • Continuous iteration
The studio floor

The peopleare the product.

Explore the disciplines behind our games. Current vacancies are listed separately in Careers.

Piece 05The studio
01 / 10

Game Developers

Turn a mechanic into something that feels right in the hand.

Studio disciplines · see Careers for current openings

Own your work

Ship it likeit's yours.

Piece 06Ownership

We're looking for people who argue about ease curves, notice the half-second of lag, and stay curious about why players do what they do. Not task-completers — owners.

01

Ownership

You're responsible for how it feels, not just whether it builds.

02

Experimentation

Try it, measure it, then keep it or kill it.

03

Craft

The details players never name are the ones they feel.

04

Impact

Your work ends up on real phones, in real hands.

See open roles Small teams · Real ownership · Games that ship
Life at the studio

How the roomactually works.

Small teams, short feedback loops, and a room where stopping to play what someone else is building counts as work.

Build together

Small teams, short loops, real ownership.

Play together

We stop and play what everyone is building.

Learn together

Review, argue, improve, repeat.

Celebrate together

Launches and milestones don't pass unnoticed.

Publishing

Built a game?Let's get it to players.

If you have a finished build and need help turning it into a live product, talk to us. We look at every game on its own terms — and we'll tell you honestly what we think.

Piece 08Publishing
  1. Build

    Your finished game.

  2. Polish

    Game feel, UX, speed.

  3. Publish

    Store-ready on iOS and Android.

  4. Grow

    Players, data, iteration.

Where we can help

  • Product polishing
  • Game optimization
  • Monetization
  • Analytics
  • Store preparation
  • App Store publishing
  • Google Play publishing
  • User acquisition
  • ASO
  • Live operations
  • Product growth

Talk to us about your game

We can't promise a deal or a revenue outcome. What we can do is take an honest look and tell you what we'd change.

Why partner with us

You bring the game.We bring the rest.

Some games need a push at the finish line. Others need a plan for what happens after launch. We start by working out which one yours is.

Product

Turn a prototype into a finished mobile product.

Monetization

Build monetization that lasts and doesn't cost goodwill.

Distribution

Prepare and publish across the major mobile platforms.

Growth

Marketing, analytics and experiments that compound.

Live operations

Keep improving the game long after launch day.

Partnerships are evaluated individually — scope, terms and fit are agreed case by case.

Studio story

A software teamthat fell for games.

The short version: we learned to build software, then started building games, and never really went back.

Piece 09Our story
  1. 2014

    Vasundhara starts as a technology company.

  2. 2016

    Game development becomes part of the work.

  3. 2018

    Vasundhara Game Studio becomes a dedicated division.

  4. Today

    Building and growing mobile game products.

Where we are

Built in India.Played everywhere.

We build from India for players worldwide. A good puzzle doesn't need translating — it just needs to feel right.

iOSAndroidGlobal playersRemote-friendly
Nine pieces, back where they started

The picture only workswhen every pieceis in place.

That is the entire argument for how we build, and for who we hire. If you want to be one of them — or you have a game that needs the rest of the board — the next move is the same.

Vasundhara Game Studio — small games, hard to put down