<< all games
Our story


We are Gamezaur. With a few failures and many successes, we stand very strong in the mobile game market.

After a long journey (read the whole story here) we realized that we feel best as indies. Finally, we are as indie as it gets! With the perfect environment for the creative process and great atmosphere for efficient work, the future looks bright and we are so eager to see it. Stay tuned!

2018

Perspecto GOTD!

July 2018

Perspecto GOTD!

Just after successful release, Perspecto received a Game Of The Day featuring in the US Store! This is what Apple wrote about Perspecto: It’s all matter (…)

Read more
2018

Perspecto

June 2018

Perspecto

Since free to play was our main thing for ages, we decided to make a premium game for a change. After the fiasco of our (…)

Read more
2018

Rings Remastered & GOTD!

April 2018

Rings Remastered & GOTD!

We decided to rewrite Rings from scratch. It was originally released in a near-prototype form, and in many ways, it wasn’t ready for the popularity (…)

Read more
2018

Gamezaur / New Office

January 2018

Gamezaur / New Office

Our domain gamepocketstudio.com wasn’t too catchy and we felt a new name would be good for us too. It would be like opening a new (…)

Read more
2017

Sticks.

August 2017

Sticks.

During development of Rings few ideas and variations came to our head. One of them was Sticks, a game inspired by the table game ‘spillikins.’ (…)

Read more
2017

Maintaining & Updates

April 2017

Some of our earlier projects became a bit outdated. Over the years, we spent a lot of time re-writing the game engine to fit the (…)

Read more
2016

5 Million players!

December 2016

Wow, thank you, guys! We never expected that our games will reach so many of you. These numbers give us strength. We hope to see (…)

Read more
2016

Rings.

September 2016

Rings.

A fresh start, truly indie this time. We were learning Unity at this one, so I guess we made every single mistake developer could make! (…)

Read more
2016

Unity & Playmaker

March 2016

Unity & Playmaker

The landscape of game development shifted very quickly. Unity grew very strong, and it started offering an indie-friendly plan. The community around it grew so (…)

Read more
2016

Time to catch some air

February 2016

It was a real marathon. We were utterly exhausted by the Bulkypix situation and by working with the same game engine for so long. We (…)

Read more
2016

Bankruptcy and indie-pendence

January 2016

Our time with Bulkypix came to an end. We weren’t getting our payments on time, and finally… we weren’t receiving them at all. We could (…)

Read more
2015

3 Cubes

October 2015

3 Cubes

In 2015 we created the last offspring project of Jewel Galaxy called 3 Cubes. In some ways, 3 Cubes were trying to take the best (…)

Read more
2015

Tiny Hoglets

June 2015

Tiny Hoglets

We tried experimenting with different graphic themes. We already had one game set in space, and one in a flat style. This time we wanted (…)

Read more
2015

Android port

May 2015

Android port

We could no longer ignore the pressure of the Android market. Jewel Galaxy and Dotello were built with the Cocos2d game engine, that was specific (…)

Read more
2015

Dotello

February 2015

Dotello

Around that time a game ‘Dots’ was released by Playdots. We were very impressed by how such a simple game with elementary graphics could provide (…)

Read more
2015

Problems in paradise

January 2015

Things weren’t so great with Bulkypix those days. Our payments started to get delayed and this delay grew slowly but continuously. At some point, it (…)

Read more
2014

1 Million players!

April 2014

1 Million players!

Wow! This was really something – 1M people playing our games? We tried picturing them on a football field – how much space would they (…)

Read more
2014

Exploring new options

March 2014

Exploring new options

Time for some publishing research. We knew that keeping all our products with one publisher could be very risky. We decided to check one of (…)

Read more
2014

Jewel Galaxy released!

January 2014

Jewel Galaxy released!

The game was launched right in the middle of the Christmas. Around that time chance to be featured is very small but if you make (…)

Read more
2013

Making Jewel Galaxy

September 2013

Making Jewel Galaxy

We tried to understand the reasons for the massive success of Candy Crush Saga. We realized that our next move should be making a match-3 (…)

Read more
2013

The first publisher

June 2013

The first publisher

We were gaining momentum fast. With Kick the Brick we went solo and didn’t use any help. This time we decided to find a publisher (…)

Read more
2013

The first office

May 2013

The first office

Game development was no longer our hobby – it was a plan! A plan difficult to implement on the weekends and evenings. We had to (…)

Read more
2012

What we learned

May 2012

It wasn’t time to give up, but a time to adapt and learn about monetization, retention, marketing etc. Before making the game we did not (…)

Read more
2012

Kick the Brick released!

April 2012

Kick the Brick released!

Kick the Brick took us 1.5 year to make. We remember hitting the AppStore almost as if it was yesterday. We actually thought that beating Angry (…)

Read more
2012

The first game

February 2012

The first game

Our first game was developed in a somewhat retarded way. Since the game development was our ‘second’ main occupation, we couldn’t do it full time. (…)

Read more
2010

The first meet

May 2010

The first meet

We met in 2010 – an artist and a coder, two guys who wanted to try to be game developers. Both of us were working (…)

Read more