AS Industries

● Open for 2026 buildsEst. 2019Gdańsk, Poland

Games and appsthat make itto the store

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.

Track
Open testing
Cadence
11 days
Testers
9,400+
Open the file →
Unity 6Godot 4Kotlin / Jetpack ComposeOffline-firstStaged rolloutsCrash triageRemote configStore optimisation11 localisationsNo dark patternsUnity 6Godot 4Kotlin / Jetpack ComposeOffline-firstStaged rolloutsCrash triageRemote configStore optimisation11 localisationsNo dark patterns

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

Eleven titles live.
Four worth opening up.

Full Google Play catalog
Key art for Shunt
Game / Puzzle
March 2024Live

Shunt

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.

Installs

1.42M

Rating

4.71

Open →
Key art for Grit Rally
Game / Racing
September 2024Live

Grit Rally

Gravel-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.

Installs

842K

Rating

4.48

Open →
Key art for Boiler Room 9
Game / Action roguelite
Open testing since June 2025Early access

Boiler Room 9

A roguelite in a plant that is still running.

Scavenge a failing geothermal plant that reconfigures every run. Currently in open testing on Google Play.

Installs

96K

Rating

4.32

Open →
Key art for Shiftwise
Application / Productivity
January 2025Live

Shiftwise

Shift and overtime tracking for trade crews.

Native Android time tracking for people who clock in with gloves on. Big targets, offline-first, CSV out.

Installs

311K

Rating

4.66

Open →

[ 02 ]On the bench

Not announced yet

Two builds in progress. We list them here rather than pretending the catalog is the whole picture.

GamePrototype 3 of 4

Cold Store

A base-defence game where the resource you are protecting is temperature. Vertical slice running, art direction unlocked.

ApplicationClient pilot

Tare

Inventory counting for small workshops, built around the phone camera and a label printer rather than a keyboard.

[ 03 ]Disciplines

What we actually do

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

Game development

Concept, prototype, production, and release in Unity or Godot. We take the mechanic that survives playtesting, not the one in the pitch deck.

  • Unity 6
  • Godot 4
  • Custom tooling
  • Solver-verified level design

02

Android applications

Native Kotlin and Jetpack Compose. Offline-first storage, honest permission use, and interfaces that work in a van with no signal.

  • Kotlin
  • Jetpack Compose
  • Room
  • Offline-first sync

03

Store operations

Listing copy, store assets, staged rollouts, and policy review. We have never had a release rejected twice for the same reason.

  • Listing and assets
  • Staged rollout
  • Policy review
  • Store optimisation

04

Live operations

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.

  • Crash triage
  • Remote config
  • Telemetry
  • Fixed patch cadence

05

Art and audio direction

One art direction per title, held from key art through to the store screenshots, so a listing does not look like four different products.

  • Key art
  • In-game art
  • Sound design
  • Store screenshots

06

Co-development

We join an existing Android codebase as a small, embedded team — usually to get a stalled release out of the door.

  • Code audit
  • Release rescue
  • Embedded team
  • Handover documentation

[ 04 ]Pipeline

How a build runs

Four stages, each with an exit condition you can check. You can stop after any of them and keep everything produced so far.

A

Scope

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.

B

Prototype

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.

C

Production

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.

D

Rollout

Ongoing

Closed testing, then open testing, then a staged production rollout starting at 5%. After launch we stay on crash triage and patches.

The AS INDUSTRIES crew working through level diagrams on a whiteboard

The shop floor — Gdańsk, Poland

[ 05 ]Studio

Four people, one shop

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

Tell us what
needs building

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.

Studio
Gdańsk, Poland
Typical reply
Within two working days
Availability
Taking 2026 builds
Optional

Replies within two working days