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Funlit Games

What's next for Funlit Games

By Joakim Bengtsson· Updated Aug 18, 2026
  • Studio
  • Roadmap

Three games in, the shape of Funlit Games is clear: short, replayable games with one strong loop each. The current catalog includes browser builds and Android releases. Upflux, Depot Dash, and Splishi Splashi are all different genres wearing the same DNA. This post is a quick, honest look at where things go from here.

More small games, not bigger ones

The studio works best with focused games that are quick to learn and worth replaying. My plan is to keep shipping small, distinct loops across a broad catalog.

That said, “small” keeps getting more refined. Each release teaches me something about game feel, the analogue steering in Splishi Splashi, the streak economy in Upflux, the never-stopping belts in Depot Dash, and I want the next games to be sharper for it.

Reaching players on the right platform

When a game suits the web, a browser build offers a quick route into the first run. Load times, mobile controls, and clear game pages remain important parts of those releases.

Other games may launch on Android, PC, or another platform. The catalog can cover those titles even when a browser build is unavailable, giving each game room to use the platform that fits it best.

Update, August 2026: the Android question, answered

When I first wrote this, “some titles will keep landing on Google Play” was a vague intention. It now has a concrete shape, so the update now has concrete details.

Depot Dash launched on Android with the full 62-level campaign, Chapter 1 free, Chapters 2–6 as an optional one-time purchase. At the same time the browser version here was cut back to Chapter 1, a change that deserves a clear explanation, and I wrote that post specifically to explain it.

The short version of the reasoning: a web build has to load fast enough that a curious click does not become a closed tab, and carrying six chapters of assets was making the opening twelve levels carry the download cost of fifty later levels. Chapter 1 was always designed as a complete introduction. Making it the web version made the web version better.

It also gives the studio a shape it did not have before: the browser version is genuinely free and genuinely complete on its own, and the paid version is more of it. That feels like the right relationship, and it is the model I expect to use again.

New titles go out under the Funlit Games developer account on Google Play, separate from the older Kimajo Games account that hosts Splishi Splashi and Pop!.

Guides, which I did not expect to be writing

The other new thing since June is a guides section. This started as a small idea and turned out to be one of the more useful things I have done.

Writing the Depot Dash three-star guide forced a closer look at how speed, accuracy, and switches interact. Express lanes can improve the speed target, while a rusty lane can create spacing that reduces junction changes. Explaining those tradeoffs clearly also makes the scoring system easier to evaluate.

The Upflux guide focuses on the tension between reactor energy and streaks. Missing an orb removes a large chunk of energy, yet accepting one loss can preserve several lined-up deliveries and a stronger streak.

So expect more guides, and expect them to keep feeding back into the games.

This devlog

I started writing these devlogs because the decisions behind a game are usually more interesting than the feature list. Expect more of them, design notes on whatever I’m building, postmortems on what worked and what didn’t, and the occasional deep dive into a single mechanic. If there’s something about one of the games you’d like me to break down, the contact page is the fastest way to tell me.

Play along

The best way to follow the studio is simply to play the games and tell me what feels good and what doesn’t, that feedback shapes what comes next more than any roadmap does. Start here, and thanks for reading.

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