Studio product · Mobile game design & build

Moji Mayhem

A mobile game, from first line of code to the App Store in 14 days.

Who
Our own game
Year
2025
What we did
Game design, iPhone app, Leaderboards & live ops, In-app purchase
Moji Mayhem being played on an iPhone: emoji tiles merging, a combo climbing to 8x, and a Demon King boss battle.

Results

Before: Day 1, after: Day 14

From the first commit to live on the App Store

The idea

A puzzle you can pick up in seconds. Tap two matching emoji and they merge into something better, all the way up thirty tiers. It’s easy to learn and frantic by level five, when the first boss arrives.

Where it is now

Live on the App Store and free to play, with a global leaderboard, daily quests, 56 trophies to collect and a one-off purchase to remove ads. The first commit went in on 18 November 2025, and the game was live on 2 December.

How we got there

  • Game feel first. Every merge gets particles, a haptic tap on the phone and adaptive music, because a merge game lives or dies on how a merge feels.
  • One codebase, shipped natively. It’s built once and packaged for iPhone with Capacitor, with native haptics, sharing and notifications.
  • Built to run itself. The leaderboard, quests and push notifications run without anyone touching them, and a dashboard shows where players drop off.

Built with

  • Capacitor
  • GSAP
  • Tone.js
  • Firebase