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 a great atmosphere for efficient work, the future looks bright and we are so eager to see it. Stay tuned!
Balls.
April 2020

We’ve been working on a bigger project for quite a while. We knew that it wouldn’t be over soon, so we decided to make a
Read moreShapecraft
November 2019

Ten Buttons turned out to be a great game. Very addictive once you understood the rules.. but not everyone found it easy to start. Mostly
Read moreTen Buttons Featured by Apple!
June 2019

Ten Buttons featured by Apple as ‘New Games We Love’ in more than 100 countries, thanks!
Read moreTen Buttons
April 2019

‘Let’s make a quick game!’ – this thought began Ten Buttons. A simple prototype made during a holiday week grew quickly. Our inspiration with this
Read morePerspecto GOTD!
July 2018

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 morePerspecto
June 2018

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 moreRings Remastered & GOTD!
April 2018

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 moreGamezaur / New Office
January 2018

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 moreSticks.
August 2017

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 moreMaintaining & 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Some of our earlier projects became a bit outdated.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 more5 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 moreRings.
September 2016

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 moreUnity & Playmaker
March 2016

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 moreTime 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 moreBankruptcy 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 more3 Cubes
October 2015

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 moreTiny Hoglets
June 2015

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 moreAndroid port
May 2015

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 moreDotello
February 2015

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 moreProblems 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 more1 Million players!
April 2014

Wow! This was really something – 1M people playing our games? We tried picturing them on a football field – how much space would they
Read moreExploring new options
March 2014

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 moreJewel Galaxy released!
January 2014

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 moreMaking Jewel Galaxy
September 2013

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 moreThe first publisher
June 2013

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 moreThe first office
May 2013

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 moreWhat 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 moreKick the Brick released!
April 2012

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 moreThe first game
February 2012

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 moreThe first meet
May 2010

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