TREILLE

Web & mobile atelier — Lyon, France

We build the frame
things grow on.

TREILLE designs and ships games and applications for Google Play — from the first paper prototype to the store listing, and then for years afterwards. Eleven titles live, 3.14M installs, every one still getting releases.

lifetime installs
3.14M
mean store rating
4.62
titles on Play
11
oldest title still updated
6.4 yrs
VineworkBotanical grid puzzler4.7HollowpineRoguelike deckbuilder4.5TumbleglassPhysics arcade4.6LedgerleafOffline-first finance4.8Nightshift RadioAmbient audio & focus4.4

Selected work

Three of eleven, and the reasoning behind each.

All eleven titles
Key art for VineworkGame
01Botanical grid puzzler

Vinework

Route one vine through ninety cells. Nothing is ever wasted.

A single-vine routing puzzle on a hexagonal frame. 240 hand-built boards, no timers, no lives, no ads in the puzzle view.

Rating
4.7
Installs
820K+
Shipped
2024
Read the case
Key art for HollowpineGame
02Roguelike deckbuilder

Hollowpine

A lantern, three cards, and a forest that remembers last night.

A run-based deckbuilder with persistent world state — the forest carries scars from every run you abandon in it.

Rating
4.5
Installs
310K+
Shipped
2023
Read the case
Key art for TumbleglassGame
03Physics arcade

Tumbleglass

Feed the machine. Do not look away.

Deterministic marble physics on a brass contraption you rebuild between runs. Our widest-reaching title, and the one that taught us about frame budgets.

Rating
4.6
Installs
1.2M+
Shipped
2022
Read the case

What we do

A studio, not a supplier.

Five people who have shipped to Play often enough to know where it hurts. We take one or two projects at a time and we stay on them.

01

Games, start to store

Prototype, production and launch for Android. We work in Unity and Godot, we build our own authoring tools when the content demands it, and we test on real handsets rather than emulators.

  • Unity 6
  • Godot 4
  • Custom solvers
  • Authoring tools
  • Device-rack QA
02

Android applications

Kotlin and Compose, offline-first by default. SQLite on device, sync as a convenience layer, and migration plans written before the schema ships.

  • Kotlin
  • Jetpack Compose
  • SQLite
  • Offline-first sync
03

Store craft

Listings, assets, staged rollouts, Play Console policy and the unglamorous work of getting a release through review without a surprise.

  • Play Console
  • Staged rollout
  • Policy review
  • Listing assets
04

Live operation

Crash budgets, content seasons, review triage and a support inbox a person actually reads. Every title we have shipped is still getting releases.

  • Crash budgets
  • Content seasons
  • Review triage
05

Web surfaces

The site, the press kit, the support pages and the small web tools that sit beside a mobile product. Static where it can be, server-rendered where it must.

  • TanStack Start
  • Edge rendering
  • Press kits
  • Support portals

How a project runs

Frame, graft, grow, prune, tend.

Borrowed from the garden, because it is honest about the shape of the work: the structure goes in first, the growth is gradual, and the tending never really stops.

More on how we work
  1. 01

    Frame

    Week 1–2

    We agree the one rule the product is built on, write it down, and define what would prove it wrong. Short, paid, and it ends with a document you own whether or not you continue with us.

  2. 02

    Graft

    Week 3–6

    A playable slice on your own device inside a month. Not a mockup — a signed build on Play internal testing, with the core loop and the real input latency.

  3. 03

    Grow

    Month 2–6

    Production in two-week increments, each ending in a build on the internal track. Content, tools, telemetry and the device rack all move together.

  4. 04

    Prune

    Pre-launch

    Frame budgets, install size, battery, policy review and store listing. This is the phase most studios skip and the one that decides your rating.

  5. 05

    Tend

    Ongoing

    Staged rollout, then a standing release cadence. We do not hand over a build and disappear; the oldest title on our shelf has been updated for six years.

Next opening

We take on two projects a year.

One slot is open from November. Tell us the single rule your product is built on and we will tell you, plainly, whether we are the right studio for it.