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.

- 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.
- 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.
- 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.
- 2022
Neon Drift ships and crosses a million installs in fourteen months. We hire an art director rather than an account manager.
- 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.
- 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.