Blog
Honest notes from building Zafronix indie games — what works, what doesn’t, what we got wrong. For posts about the wider Zafronix studio (APIs, siono, Next-Gen Chess), see zafronix.com/blog ↑.
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Why we built Wayfinders
A premium $4.99 historical-navigation game where you sail as five of history’s greatest navigators. No ads, no IAPs, no pressure — the opposite of free-to-play edutainment.
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Why we built AlchemyMix
Discovery games used to feel magical. Then they all got freemium-tier’d into IAP soup. AlchemyMix is the element-combination sandbox we wanted: 91 elements, 87 recipes, no daily limits, no IAPs beyond the unlock.
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Why we built MergeBlitz
2048 is one of the great mobile puzzle ideas. But you can’t play the same map forever. MergeBlitz adds 4 modes — Classic, Blitz, Daily, Campaign — so the merge keeps surprising you.
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Why we built BrainBlitz
Mental math is one of the best 30-second workouts your brain can get. The category was overrun with ads, IAPs, and addiction loops. BrainBlitz is the speed-math quiz we wanted to play.
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More posts coming — covering siono lessons, mobile game post-mortems, and Next-Gen Chess.