Remote studio, CET hours / est. 2019

We buildgames& apps forGoogle Play

BA35-2026 is a six-person studio that takes an idea from the first paper sketch to a production release on Google Play — and then stays on for the part after launch, which is where most games are actually won or lost.

Key art from Tunnelbore

BA35-11 / latest release

Tunnelbore

One-thumb mining roguelike · 318,400 installs · 4.6 rating

Platform
Google Play, Android 7+
Engines
Unity 6 LTS / Godot 4.4
Native stack
Kotlin · Compose · Flutter
Titles live
6 shipped
6 titles on Google Play619,820 lifetime installs4.5 median store rating12 locales shippedUnity 6 · Godot 4.4 · KotlinStudio since 20196 titles on Google Play619,820 lifetime installs4.5 median store rating12 locales shippedUnity 6 · Godot 4.4 · KotlinStudio since 2019
01The catalogue

Shipped,
not pitched

Every title below is on the Play Store under the studio's own account. 619,820 installs between them, all of it earned without a paid campaign.

Full catalogue

4 games · 2 applications

02What we do

Six things,
done properly

The studio is deliberately small, so the list stays short. If a brief needs something that is not on it, we will say so rather than learn it on your budget.

01

Game production

Concept, prototype, vertical slice and the long unglamorous middle. Unity 6 and Godot 4.4, built to hold frame on the cheap hardware most of your players actually own.

  • Unity 6
  • Godot 4.4
  • C#
  • GDScript
02

Android engineering

Native applications in Kotlin and Compose, or Flutter when a second platform is coming later. Offline-first by default, because a spinning loader is not a feature.

  • Kotlin
  • Compose
  • Flutter
  • Room
03

Play Console & policy

Signing keys, app bundles, the data safety form, target API levels and the closed-testing run new developer accounts have to complete before production. Handled, documented, handed over.

  • AAB
  • Data safety
  • Closed testing
04

LiveOps & monetisation

Remote config, staged rollouts, event calendars, and ad or IAP placement that survives a review read-through. We instrument first and change one thing at a time.

  • Remote config
  • Rollouts
  • IAP
  • Rewarded
05

Store presence

Icon, feature graphic, screenshot sets per locale, a 30-second capture that reads with the sound off, and listing copy written against the searches people really type.

  • ASO
  • Capture
  • Localised art
06

Porting & rescue work

Inherited a build nobody can compile, or a game that runs at 22 fps on a 2-GB device? This is the work the studio gets called about most often, and it is usually fixable.

  • Profiling
  • Memory
  • Legacy code
03How a build runs

Sketch to
staged rollout

Six stages, each with something installable at the end of it. You are never asked to approve a document you cannot hold in your hand.

  1. 01

    Scoping week

    One week, fixed fee. You leave with a build plan, a risk list and a number that does not move later.

  2. 02

    Playable prototype

    The core loop on a real device inside three weeks. If it is not fun on a phone on a bus, we say so.

  3. 03

    Production

    Two-week cycles, an installable build at the end of each, and a changelog written for humans.

  4. 04

    Internal & closed testing

    Device matrix, crash budget, then a closed track with real testers and the Play policy checklist cleared line by line.

  5. 05

    Production release

    Staged rollout from 5%, vitals watched daily, and a rollback we have actually rehearsed.

  6. 06ongoing

    LiveOps

    Content, config and fixes on a monthly retainer — or a clean handover to your team, with the docs to match.

04The studio

Six people,
eight test phones

The studio test bench: Android devices, tools and level sketches

Bench 2 — device matrix & capture rig

BA35-2026 started in 2019 as two people porting other studios' games to low-end Android. That work taught us the thing we now build everything around: the phone in your player's hand is slower, smaller and more interrupted than the one on your desk.

So we test on a shelf of mid-range devices before we test on anything good, we budget frames instead of hoping, and we treat a Play Store listing as part of the product rather than paperwork at the end. Six of our own titles have gone out this way, and the same pipeline runs for client work.

Founded
2019
People
Six, all in-house
Floor-test device
Redmi 10, 4 GB
Crash-free target
99.8% sessions
  • RA

    Runa Aspenäs

    Studio lead, production

    Keeps the release calendar honest. Has read the Play policy pages more times than anyone should.

  • MI

    Marat Iskhakov

    Android platform

    Kotlin, Compose, and a drawer of eight test devices, none of them flagships.

  • CO

    Céline Oduya

    Art direction

    Key art, in-game systems, and every screenshot set that ships to the store.

  • DR

    Dev Raghunath

    Gameplay systems

    Builds the loop, then spends a week deleting the parts that were not carrying weight.

05Brief the studio

Tell us what
you want built

Scoping weeks usually open about a month out. A short brief is enough to know whether this is a fit — no NDA needed to ask.

Email
studio@ba35.dev
Reply time
Two working days
Hours
Mon–Fri, 09:00–18:00 CET
Engagements
Scoping week · Project · Retainer

Useful things to include: the platform, whether anything is already built, who the player is, and the date that actually matters. Rough is fine — the scoping week exists to make it precise.

No newsletter, no CRM sequence. One human reply.