Turrret
A new swarm every day, the same for everyone. Who in your group lasts longest?
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.
I'm still getting my apps set up here in our new home. I'm partially sighted, so please forgive anything that looks a little rough.
A new swarm every day, the same for everyone. Who in your group lasts longest?
A calm bubble popping game for the days that are just full of palaver. Hold a finger down and a bubble swells under it; let go and it flies off. Nothing to win, and you can turn each part on or off to suit you. Made with autistic and ADHD players in mind.
A garden animal (and chaos) simulator. Draw a line and see what the badger, frog and their neighbours get up to.
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.
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.
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.
A science-fiction strategy adventure about one commander, a hostile frontier and a swarm that will not stay the same.
A strategy game played a month at a time. Everyone works the same conflict for one calendar month — points, money and power all count, and a global leaderboard decides who took it.
Tilt the table, roll the marble, keep it out of the holes. A new maze every day, the same one for everyone.
Run a commercial marine salvage outfit. Buy vessels, work wrecks across a world map, and live inside three hard limits: how deep you can reach, how much you can lift, and how long you can stay out.
A multiplayer arena shooter, still grey-box early.
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.