Poppa
A bubble toy for small hands. Hold still and the bubble grows; drag and it flies. No score, no timer, nothing to win — just something calm to poke at.
Visit site →UK games studio · est. 2014
Lynetech makes small mobile games with one job: give you a little while where you can enjoy yourself and not have to worry about anything. Pick one up at a bus stop, put it down whenever you like, and nothing is lost.
Everything currently on the bench. Poppa is the closest to release.
A bubble toy for small hands. Hold still and the bubble grows; drag and it flies. No score, no timer, nothing to win — just something calm to poke at.
Visit site →A one-thumb game about charging up a stink cloud and blasting the falling objects back into the sky. Everyone in the world plays the exact same run each day.
Visit site →Prepare a homebase, pick a named survivor and their gear, then risk all of it on a raid where every extra minute is more loot — and exits that can disappear.
Visit site →A duelling turn-based fight simulator with a realistic damage model — both sides commit their orders, then the whole exchange resolves together.
Hold to charge, release to fire, and take on the same daily challenge as everyone else.
Visit site →A small studio with a strong preference for games that respect the player's time.
A run lasts minutes. Nothing here is built to keep you playing past the point you wanted to stop.
Where a game needs no sign-in, it has none. Poppa talks to no server at all — there is nothing in it that can fail to reach one.
Every game is built in Godot with C#, and they share one codebase lineage — so a fix in one usually lands in the others the same week.
Poppa is for under-fives: a kid mode that pins the screen, and an adult check in front of anything that spends money.