We are a team of independent game developers from Kraków, Poland. We love creating addictive and beautiful games, and we've been making them since 2010.Our storyTeam
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!
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
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
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
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
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
Maintaining & Updates
Some of our earlier projects became a bit outdated.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
5 Million players!
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
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
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
Time to catch some air
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
Bankruptcy and indie-pendence
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
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
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
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
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
Problems in paradise
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
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
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
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
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
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
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
What we learned
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
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
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
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