Poppa
A bubble toy for small hands. Hold still and the bubble grows; drag and it flies. No score, no timer, nothing to win — just something calm to poke at.
UK games studio · est. 2014
Lynetech makes small mobile games with one job: give you a little while where you can enjoy yourself and not have to worry about anything. Pick one up at a bus stop, put it down whenever you like, and nothing is lost.
Everything currently on the bench. Poppa is the closest to release.
A bubble toy for small hands. Hold still and the bubble grows; drag and it flies. No score, no timer, nothing to win — just something calm to poke at.
Hold to charge, release to fire, and hold the line. One daily challenge, the same for everyone — beat your friends, then beat the world.
A one-thumb game about charging up a stink cloud and blasting the falling objects back into the sky. Everyone plays the exact same run each day — challenge your friends, then challenge the world.
Visit site →Prepare a homebase, pick a named survivor and their gear, then risk all of it on a raid where every extra minute is more loot — and exits that can disappear.
Visit site →A single-player 4X space strategy game: hyperspace lanes wear themselves into existence from real traffic, empires fight over territory drawn as a living map, and every planetary invasion is played out on a hex-tiled globe.
A duelling turn-based fight simulator with a realistic damage model — both sides commit their orders, then the whole exchange resolves together.
Every game here is a small number of rules left to act on each other. The moments worth telling someone about afterwards are the ones nobody scripted.
Titanoclast has both players pose their machine at once — joints, weapons and repairs all bought out of the same energy budget — then resolves the whole exchange together. The same swipe forced through at double speed takes the arm off instead of glancing away, and what it breaks comes straight back out of what its owner can afford to do next turn.
A Zataxia raid gets richer the further it runs and more dangerous at the same pace, while the exits behind you start timing out. Dying costs the survivor and everything you sent them out wearing, so “one more room” is always weighed against gear already committed rather than against a clean slate.
We love building with Godot. Turrret, Stinka and Zataxia all grew out of the same C# scaffold, and Circumstellar from a stripped-back fork of it — so a system worth having, or a fix worth making, tends to reach the others in the same week.