Undue pressure,
by design.

We build deliberate, hard-edged games for mobile — the kind that corner you from every direction and then trust you to think your way out. No timers. No luck you can blame. Just a board, a few moves, and one good idea you haven't had yet.

The studio

A small team with an unreasonable standard.

Undue Games is an independent mobile studio. We're interested in one thing: games where every move is a decision you own — where losing is something you can trace back to a choice, and winning is something you actually figured out.

01

Thinking over reflexes

Our games are turn-based on purpose. Nothing moves while you're deciding. The pressure comes from the board, never from a clock — so the only thing standing between you and the right move is seeing it.

02

Hard, but never unfair

You should never lose to something you couldn't have seen. Threats announce themselves. Limits are stated. If a run ends badly, the replay is a lesson rather than a shrug — and that's a design constraint we hold ourselves to, not a feature.

03

Measured, not asserted

Every rule in our games runs on a deterministic simulation we can replay, test and interrogate. When we claim something is balanced, it's because we measured it — thousands of automated plays before a single player sees it.

First release

Blast Face

Coming 2027 · iOS & Android

A turn-based puzzle-survival game. You hold the centre of a grid while formations of blocks close in from all four sides. You get three shots a turn. Every block carries detonating faces on its sides — so the real weapon isn't the shot, it's the chain you set off with it.

Four sides, and no metronome

The board doesn't march in on a timer. Nothing moves except what an arriving block physically shoves — so the advance is something you can read, predict, and plan around instead of a clock you outrun.

Chains you can see coming

Destroy a block and every lit face on it detonates outward, one cell, into whatever is touching. That can kill the neighbour, which detonates in turn. The circuit is drawn right there on the board — working out where it leads is your job, not the game's.

Thirteen weapons, three shots

A shot that deals no damage and only turns a block to face somewhere better. One that bounces between targets and gets stronger off metal. One with no target at all. Each turn you pick three, and the ones you leave behind matter as much as the ones you take.

A campaign that's never the same twice

A hundred levels, generated per run from stacking named threats — armoured, swarming, colossal, chain-starved. Plus an endless mode that keeps raising the pressure until you finally miss something.

Turn-based puzzle-survival Portrait one-thumb play Fully offline — no account, no network Deterministic — every board reproducible 100-level campaign + endless run