Wonderfulshop

The studio

Six people who
ship on Play.

WONDERFULSHOP has stayed deliberately small since 2019. There is no bench, no producer layer, and nobody billing you to summarise someone else’s work. You talk to whoever is building the thing.

Tbilisi, Georgia — working remote across GMT+1 to GMT+4.

Neon studio space with floating phone screens showing the studio's games
11
titles live on Google Play
4.6M
lifetime installs
4.7
average store rating
6 yrs
shipping Android since 2019

The six

Everyone here
makes something.

Marta Kowal

Art director

Sets the look and writes the style guide. Ten years of mobile art, four of them on titles with more than a million installs.

Idris Vance

Lead developer

Unity and gameplay feel. Owns the frame budget and will spend a week on 40 milliseconds of input latency.

Noor Halabi

Game design & product

Economies, progression and the spreadsheets underneath them. Reads retention curves before opinions.

Priya Raghunathan

Systems & tools

Simulation code, editor tooling and the build pipeline. Builds the level editors our designers actually like.

Teodor Brandt

Environment & UI art

Backgrounds, UI kits and store assets. Works to a memory budget without being asked twice.

Sable Ono

Audio & localisation

Music, SFX and six-language release management, including the dictionaries behind Word Safari.

How we got here

Seven years,
no pivots.

  1. 2019

    Two of us start taking Android contract work out of a shared flat in Tbilisi. First paid job is a colour-matching game for a language school.

  2. 2021

    First self-published title. It earns €412 in its opening month and teaches us more about store listings than the two years before it.

  3. 2022

    Neon Drift ships and crosses a million installs in fourteen months. We hire an art director rather than an account manager.

  4. 2024

    Puzzle Bloom and Word Safari launch nine weeks apart. Six people, eight live listings, and a rule that we take on three new projects a year.

  5. 2026

    Cosmo Merge in soft launch across three markets. Eleven listings, 4.6M lifetime installs, still six people.

What we hold to

Four rules we have
not broken yet.

The mechanic first

No art budget is approved until the prototype is fun on a phone. It saves months and it is the only honest test.

Dark patterns cost more than they earn

We do not ship timer-skip paywalls or fake scarcity. Two of our titles removed energy systems and retention did not move.

You own everything

Source, project files, art sources, analytics accounts and the Play listing. We hand over a repository, not a black box.

Small team, direct line

Six people. You talk to whoever is building the thing, not an account manager reading a status update.