GameVinework
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
atelier@treille.studio
Web & mobile atelier — Lyon, France
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.
Selected work
GameRoute 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.
GameA 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.
GameFeed 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.
What we do
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.
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.
Kotlin and Compose, offline-first by default. SQLite on device, sync as a convenience layer, and migration plans written before the schema ships.
Listings, assets, staged rollouts, Play Console policy and the unglamorous work of getting a release through review without a surprise.
Crash budgets, content seasons, review triage and a support inbox a person actually reads. Every title we have shipped is still getting releases.
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.
How a project runs
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 workWe 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.
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.
Production in two-week increments, each ending in a build on the internal track. Content, tools, telemetry and the device rack all move together.
Frame budgets, install size, battery, policy review and store listing. This is the phase most studios skip and the one that decides your rating.
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
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.