Voltix Studios

Arcade games,
built for one thumb.

We are an independent studio making short, sharp mobile games — the kind you can pick up for three minutes on a train and still be thinking about an hour later. Two are in the workshop right now.

  • Paper Squadron Arcade flight
  • CoreWard Descent puzzler

Our games

Two titles, both for Android

Different genres, same brief: a run that fits in a coffee break, controls that work one-handed, and a reason to start another one.

Paper Squadron key art

Pre-registration open

Paper Squadron

Capture. Defend. Dominate.

Fold a paper plane, launch it off the desk, and fly.

An arcade flight game about a squadron of paper aircraft fighting across a world made of stationery — a classroom of notebook mountains, a pirate bay of cardboard ships, and a frozen range of paper peaks.

Tilt your phone to fly, or switch to touch steering if you prefer. Press and hold the right side of the screen to fire.

Pre-register on Google Play
  • Three worlds

    Classroom Skies, Pirate Bay and Frost Peaks, each with its own scenery, music, boss and signature aircraft.

  • Missions that change

    Escort a balloon, hunt down an ace, run gates against the clock, collect cargo, hold out against elite waves, or take out ground bases. Every flight draws a different sequence.

  • Bosses with teeth

    Multi-stage fights that turn nastier as their armour comes off.

  • Build your plane

    Spend folds on durability, speed, agility and luck — and on firepower and fire rate for weapons from the Dart to the Cryo Cannon.

  • Wingmen

    Bring up to two escorts to fly on your flank.

  • Weekly survival

    An endless, steadily harder run in a world that rotates every week, with global ranks — and a supply drop waiting for everyone who flew it.

The hangar

  • Classic
  • Swift
  • Falcon
  • Corsair
  • Scout
  • Seeker
  • Brick
  • Frosthawk
Platform
Android
Genre
Arcade flight
Controls
Tilt or touch
Languages
English & Spanish
Price
Free, optional in-app purchases
Engine
Unity 6
CoreWard key art

Coming soon

CoreWard

Descend. Survive. Restore.

Drill down. Read the collapse before it happens.

The surface has cooled past habitability. The last settlement survives on geothermal tap lines, and those lines are failing. You pilot single-use survey drones down through the crust, mapping strata and reaching viable heat pockets before the drone cooks.

A vertical-descent arcade puzzler in portrait, played with one thumb, in runs of two to five minutes.

  • Drilling

    Move into a block to drill it. Down is fast, sideways slower, up slowest and rarely correct.

  • Gravity

    Unsupported blocks fall after a beat, and the beat shortens with depth. Being underneath one when it lands ends the run — reading collapses before they happen is the whole skill.

  • Seams

    Drilling takes the entire connected body of that mineral, not just the cell under the bit. The hole is as large as the body you chose to bite into.

  • Fusion

    Four or more of the same mineral in contact fuse and vanish — which is not always what you want. Colour matching becomes a routing decision.

  • Heat

    The gauge is the clock. It climbs faster the deeper you go, and coolant caches are scattered thin and never in the middle column.

  • The rules stay honest

    Nothing in the economy can extend the fall delay. Reading a collapse is the skill, and it is not for sale.

Four minerals, four outcomes

MineralOn fusion
Basalt Vanishes cleanly. Neutral filler.
Cinnabar Releases heat. The gauge jumps — route around it.
Cryolite Vents coolant. The gauge drops — hunt for it.
Pyrite Awards a score multiplier. The greed play.
CoreWard home screen
Home screen

Five strata down

  1. Topsoil

    0 – 500 m
  2. Sediment

    500 – 1500 m
  3. Igneous

    1500 – 2500 m
  4. Crystalline

    2500 – 3500 m
  5. The Core

    3500 m +
Platform
Android, iOS later
Genre
Vertical-descent puzzler
Session
2 – 5 minutes
Orientation
Portrait, one thumb
Status
Playable vertical slice
Engine
Unity 6

The studio

Small team, finished games

Voltix Studios is an independent studio working on Android. We build in Unity, ship in small increments, and would rather cut a feature than launch a game that argues with the player.

  • Designed before it is coded

    Each game starts as a written design document — the loop, the economy and the difficulty curve settled on paper before the first line of C#.

  • The simulation is separate

    Game logic is kept apart from rendering, so a whole run can be played headlessly in a test. A rendering bug can never become a gameplay bug.

  • The rules are not for sale

    Purchases buy convenience and cosmetics. They never buy the thing the game is actually asking you to get good at.

Press, playtesting, or just curious

Builds and press material are available on request. If you would like early access to a closed test, say hello.

voltix.studios.gaming@gmail.com