MriyaWorks builds mobile games, apps and interactive art end to end — design, code, art, analytics and localisation. Publishing and reach we do with partners who specialise in it.
We finish things. Eighteen titles live on Google Play today, across games and apps.
We ship for the world. Interface languages by default, with 26 localised store listings, each with its own screenshots.
We measure before we commit. Playtest bots, instrumented builds and feature flags are in our games from day one.
We take responsibility for the product — the design, the code, the art, the quality, the localisation and the long tail of fixes. That is the part we are best at.
Full-cycle production or co-development of mobile games, built to be measured and iterated with real players.
Focused apps that do one job properly, in Flutter or native, localised and store-ready.
A camera-driven fluid installation for museums, malls, festivals and brand activations.
Original games in development, looking for publishing and investment partners.
AI-native production. Our designers and engineers use AI tools at every step of the pipeline — concept, art, code, testing and localisation — so a small, senior team ships with the speed and polish of a much larger one.


A fast zombie-survival shooter: one hero, endless waves, a skill drafted every level-up and a weapon ladder that keeps rewriting how you fight.
It is a living game rather than a finished one — new systems ship behind flags and are evaluated with real players before they become permanent, and an automated bot plays thousands of headless sessions against every change first.


An idle farm tycoon starring a crew of cats and a cast of comically panicked vegetables. You chop, harvest, automate, and watch a small farm turn into an absurd production line that keeps earning while you are away.
For players who want an unhurried puzzle rather than a timer shouting at them — soft palette, large readable type, no punishing fail states, and hints that help instead of sell.

Associations in rows — a quiet puzzle that works in any language.

Association cards dealt like a game of patience.

Find the words hidden inside the picture. Fifty levels, every one played end to end before release.
You roll, combinations form, your squad fights its way down a road of encounters — and five schools of dice (sword, greatsword, hammer, orb, poison) give you builds worth chasing across a run.

Badger, hedgehog, otter, owl and frog defending their wood. Reads anywhere, in any language.

Five small dinosaurs pushing through a prehistoric valley, a volcano on the horizon.

A crew of animal specialists cracking safes in a neon city — every die is a member of the crew.
Real in-engine frame, current buildMechanics, balance, interface and animation stay identical across settings. What changes is small and bounded — five squad characters, five weapon sets, the first chapter's enemies, one backdrop, the die itself and a ten-colour palette.
So instead of betting the project on one art direction, we build the same game in four worlds — the fourth is Cute Spooky, friendly little monsters from a pumpkin town — and let the audience tell us which one it wants to live in.
Talk to us about this gameEach one starts from a real need — something people reach for their phone to do, where the existing answers are clumsy, bloated or stuffed with advertising — and ends as a focused app that does that one job well.
On the way: Bluetooth Finder · Photo to PDF · Video to MP3 · Passport Photo · Battery Health & Charge Alarm
A camera watches the floor. Your silhouette glows from inside the fluid and your movement drives the colour the way wind drives smoke. No sensors, no suits, no controllers — nothing to learn.
The world changes character every minute — water, smoke, fire, ink, glass, galaxy, mandala — and at the end of the cycle every drop of paint drains together and freezes into a logo, or into a QR code a phone can scan.
Ready for its first installation. We are looking for venue operators, AV integrators and activation agencies — and investment to put the first installations in place.
Engineering, art and analytics in one room — every designer works with AI tools end to end, so a new world or a full visual refresh takes days, not months.

10+ years in mobile, 25+ shipped titles. Gameplay systems, architecture, analytics and live ops — with AI built into how the whole studio works.
LinkedIn →
Leads the art team and owns the look of everything we ship — characters, worlds, store and marketing art, produced with AI-assisted workflows and finished by hand.
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10+ years in 3D art, 5+ in game development. 3D production, technical art and mobile optimisation.
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5+ years in game development. Stylised characters, props, environments and visual development.
LinkedIn →Publishing partner for ZombTube, worldwide on Google Play and the App Store. They bring distribution, user acquisition and live-ops infrastructure; we bring the game and run the build–measure–iterate loop inside it.
Distribution partner — our utility apps reach Google Play through their developer account.
An interactive conversation trainer that teaches non-violent communication by putting you inside the conversation: every line shifts the other person's state, there are four endings to every story, and you can rewind time to try again. Free and open to everyone, in English, Ukrainian, Indonesian and more.
We make it simply because we believe kinder conversations make a better world — not to earn money.
Try a conversation ↗Publishers, studios, venues, brands and investors — we'd love to hear what you're building.
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