Launching is the middle, not the end
A store listing on day one is worth very little; a listing on day six hundred with a 4.7 and a release last month is worth a great deal. We price and plan for the second one.
atelier@treille.studio
The studio
TREILLE has been in the same room in Lyon, France since 2019. We are deliberately small: everybody here has shipped to Play, nobody is managing anybody, and the person who answers your email is the person doing the work.

What we hold to
A store listing on day one is worth very little; a listing on day six hundred with a 4.7 and a release last month is worth a great deal. We price and plan for the second one.
Every project starts by agreeing the single rule the product is built on. It settles a surprising number of arguments later, and it makes it obvious when a feature does not belong.
Eleven handsets, from a five-year-old budget phone upward. Emulators will not tell you about thermal throttling, and your one-star reviews will not be written on a flagship.
Your repositories, your Play Console, your signing keys. We work inside your organisation. Leaving us should cost you nothing but notice.
Who you will work with
Salomé Trautmann
Founder, direction
Started TREILLE in 2019 after eight years on hidden-object titles. Writes the rule the product is built on.
Marek Okonjo
Engine & runtime
Deterministic physics, audio synthesis, save systems. Owns the frame budget and is unpleasant about it.
Ilse Ravndal
Art direction
Card art, key art, materials and the store assets. Draws at 2x and atlasses everything herself.
Desmond Achebe
Gameplay & Android
Kotlin and Compose, plus the authoring tools designers actually use day to day.
Yuki Alvarado
Live ops & store
Play Console, staged rollouts, policy and the support inbox. Reads every review.
The five phases
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.
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.
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.
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.
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.