Game / PuzzleShunt
Rail-yard logic, 240 hand-built puzzles.
Route boxcars through a branching freight yard using nothing but switch levers. No timers, no lives, no second currency.
● Open for 2026 buildsEst. 2019Gdańsk, Poland
AS INDUSTRIES is a four-person studio in a converted machine shop. We build games and Android applications for Google Play — from the first scope document to the store listing — and then keep operating them.
Currently shipping
Boiler Room 9
Open testing on Google Play. A new build lands every eleven days with a written changelog.
11
Titles on Google Play
Six games, five applications
2.74M
Lifetime installs
Across the live catalog
4.62
Mean store rating
Weighted by install count
38
Countries served
Eleven localisations shipped
[ 01 ]Catalog
Game / PuzzleRail-yard logic, 240 hand-built puzzles.
Route boxcars through a branching freight yard using nothing but switch levers. No timers, no lives, no second currency.
Game / RacingGravel-stage racing with a real handbrake.
A top-down rally racer built around weight transfer instead of drift-assist. Sixty-one stages, no online requirement.
Game / Action rogueliteA roguelite in a plant that is still running.
Scavenge a failing geothermal plant that reconfigures every run. Currently in open testing on Google Play.
Application / ProductivityShift and overtime tracking for trade crews.
Native Android time tracking for people who clock in with gloves on. Big targets, offline-first, CSV out.
[ 02 ]On the bench
Two builds in progress. We list them here rather than pretending the catalog is the whole picture.
Cold Store
A base-defence game where the resource you are protecting is temperature. Vertical slice running, art direction unlocked.
Tare
Inventory counting for small workshops, built around the phone camera and a label printer rather than a keyboard.
[ 03 ]Disciplines
Six disciplines, all of them in-house. We would rather turn down work than subcontract the part of a project that decides whether it is any good.
01
Concept, prototype, production, and release in Unity or Godot. We take the mechanic that survives playtesting, not the one in the pitch deck.
02
Native Kotlin and Jetpack Compose. Offline-first storage, honest permission use, and interfaces that work in a van with no signal.
03
Listing copy, store assets, staged rollouts, and policy review. We have never had a release rejected twice for the same reason.
04
The part most studios skip. Crash triage on a weekly rhythm, remote config for balance, and a patch cadence you can set a calendar by.
05
One art direction per title, held from key art through to the store screenshots, so a listing does not look like four different products.
06
We join an existing Android codebase as a small, embedded team — usually to get a stalled release out of the door.
[ 04 ]Pipeline
Four stages, each with an exit condition you can check. You can stop after any of them and keep everything produced so far.
1–2 weeks
We take the idea apart and write down what the smallest shippable version is. You get a fixed-price scope document whether or not you continue with us.
3–6 weeks
A playable build on a real device in the first fortnight. If the core does not hold up here, we say so rather than spending your budget proving it.
3–9 months
Two-week cycles, each ending in an installable build and a written changelog. Content, art, and store assets are built in parallel, not bolted on.
Ongoing
Closed testing, then open testing, then a staged production rollout starting at 5%. After launch we stay on crash triage and patches.

The shop floor — Gdańsk, Poland
[ 05 ]Studio
We started in 2019 with one puzzle game and a rule we still keep: never take on more work than the four of us can build ourselves. It means we turn down projects. It also means the people who scope your build are the people who write it.
Everything ships under our own name on Google Play first. Whatever we recommend to a client — a monetisation model, a rollout schedule, a testing track — we have already run it on our own titles and watched what it does to the reviews.
Adrián Sokol
Founder, technical direction
Fifteen years on Android, most of it on games. Writes the engine work nobody volunteers for.
2019
Mira Halvorsen
Gameplay engineering
Built the handling model in Grit Rally and the solver that verifies every Shunt level in CI.
2020
Teodor Blaga
Art direction
Holds one art direction per title from key art to store screenshots. Paints the boiler rooms.
2021
Junie Okafor
Live operations, store
Owns rollouts, policy review, and crash triage. The reason releases land on the day they were promised.
2022
[ 06 ]Contact
Games, Android applications, or a release that has stalled two weeks from the finish line. Send the brief and a real person will read it.