NanoTeam

The studio

We make small games that end.

Four titles on iOS and Android, two in production, and a rule that every team owns its game through to its support queue.

Titles released
04
Titles in production
02
Team size
[HEADCOUNT]
Founded
[FOUNDING YEAR]

01 — What we do

Small games, finished

NanoTeam was founded in [FOUNDING YEAR] in [CITY, COUNTRY]. We build short-session mobile games and we finish them. A Paper Lantern player reaches the end in about two hours; a Ferrograde match is capped at four minutes. Neither of those numbers is an accident, and neither is going to grow after release.

We are [HEADCOUNT] people in teams of four to eleven. A team owns its title end to end: design, build, store submission, patch notes and the support tickets that follow. Nobody hands a game over to a live-ops department, because we do not have one.

The catalogue is deliberately varied. A drift racer, a water puzzle, a base builder about maintenance and a hand-drawn story do not share an audience or an engine configuration. What they share is that each one is legible in motion — you can look at the screen and know what the system is doing.

02Showreel

Studio showreel

A two-minute cut of the four released titles. The frame is a labelled placeholder until the edit is delivered.

03How we work

Five things we actually do

Not values on a wall. Each one is a decision you can find in a shipped game.

  • 01

    Scope is a design decision

    Paper Lantern is fifteen rooms because fifteen was right, not because the budget ran out. We cut systems rather than thin them, and we say in the patch notes when we have.

  • 02

    Legible over accurate

    Ashfall Drift fakes deformable terrain with a single texture channel. The honest simulation looked better in screenshots and worse in motion, so it is not in the game.

  • 03

    Whoever builds it, supports it

    Support tickets go to the team that shipped the feature. It is the shortest feedback loop we have, and it is why our release notes are specific.

  • 04

    No systems that wait for you

    No energy meters, no login streaks, no timers to skip. If a player is not playing, the game should not be charging them attention.

  • 05

    Say the number or say nothing

    We publish a support response target because we measure it. We do not publish player counts, because we have not agreed on how to count them.

04History

What happened when

  1. [FOUNDING YEAR]

    Studio founded

    Four people, one contract project, and an agreement that we would self-publish the second thing we made. [FOUNDING DETAIL TO BE CONFIRMED]

  2. 2023

    Paper Lantern released

    Fifteen rooms, drawn on paper. Premium, no account, no network calls. Our first self-published title.

  3. 2024

    Tidecaller released

    The first title with an account layer, which is also when we started taking data requests seriously.

  4. 2025

    Ashfall Drift released

    Our first 3D game and our first real performance budget. Season two shipped in 2026.

  5. 2026

    Null Harbor soft launch

    A limited release while the decay curve is tuned on real return-session data.

  6. 2027

    Ferrograde

    Simultaneous-turn tactics, in production. Window to be confirmed at certification.

05Where we are

The studio floor

STUDIO PHOTO — MAIN FLOOR placeholder, 1920 by 1080 pixels
STUDIO PHOTO — MAIN FLOOR · 1920×1080
STUDIO PHOTO — SCANNING STATION placeholder, 1200 by 1600 pixels
STUDIO PHOTO — SCANNING STATION · 1200×1600

[PRIMARY CITY]

Studio headquarters

[COMPANY ADDRESS]

Team: [HEADCOUNT]

[SECONDARY CITY]

[OFFICE FUNCTION]

[SECONDARY OFFICE ADDRESS]

Team: [HEADCOUNT]

06Leadership

Who runs what

  • [NAME]

    Studio Director

  • [NAME]

    Technical Director

  • [NAME]

    Art Director

  • [NAME]

    Head of Production

Talking to us

Press and creators should write to info@nano-team.com — the media kit, boilerplate and asset briefs are on the press page. Everything else has a named address on the contact page.