The studio

One rule, stubbornly kept.

If someone can’t be playing within seconds of tapping a link, the job isn’t finished. Everything else about how we work follows from that one line.

Why the browser

Most games ask for a lot before they give you anything: a store page, a download, an account, an update, a launcher. We kept watching people fall out of that queue, and kept thinking about how much good play was sitting on the other side of it.

So we build for the browser first. Our games open at their own address, run on a phone or a laptop, and are playable in the time a store page takes to load its screenshots. That single constraint decides everything else: how big a build can get, how fast the first screen has to appear, how much a game is allowed to explain before it lets you play.

It is a harder way to make games. It is also why someone can send a friend a link and have them playing before the conversation moves on.

What we hold to

01

Publish, don’t announce

A game gets talked about once it is playable. Until then it is just a file on someone’s laptop.

02

No dark patterns

No fake timers, no ad wall between you and the next round, no mechanic whose real job is to annoy you into paying.

03

Small on purpose

A tiny team means an idea reaches players in days — and a bad idea gets dropped just as quickly.

04

Launch is not the end

Both games have changed since the day they went live, and both will change again.

The name

Angora wool is soft on the outside and remarkably tough once it is spun. That felt like the right idea for what we want to make: games that look friendly, then quietly refuse to let go of you.

It is also one long thread — which is more or less what both of our games are about.

Working on something? Write to us.

contact@angora.games