Novemade

Independent Product Studio

We build apps, games and digital products.

An independent product studio. Fourteen products, and one shared production system underneath all of them.

Fourteen products. Every one of them has a demo you can run here, without an account.

ZUPI — a Pulse released — the shockwave that clears the field

ZUPI

Didi — the household timeline — what was done, by whom, and when

Didi

SPRIVO — the athlete home screen

SPRIVO

Products

Fourteen products across games, learning, wellness, AI and one stubbornly useful household app. Each one is ours — designed, built, published and supported by the studio. Four are below; the rest are one click away.

ZUPI

Game

LIVE

A one-thumb arcade game about never standing still — 600 levels, all offline.

iOS · AndroidPlay
ZUPI — level 50 at its busiest — a splitter has just broken in two
LIVE

Sprint analysis, training and nutrition in one app, with the form analysis on the phone.

iOS · AndroidTry it
SPRIVO — the athlete home screen

Pivumo

Learning

LIVE

1002 early-learning activities for two- to six-year-olds, voiced in 29 languages.

iOS · AndroidTry it
Pivumo — animal Forest and its activities (Turkish)

Merge your way through a town nobody came back to.

iOS · AndroidPlay
Forgotten Town — region 1, the Old House, on the town map

In your browser

Every product here has something you can run right now.

No install, no account, nothing to download. Two of them are the product’s own code running in your browser; the rest say plainly what they are.

The flagship

Do not take our word for it. Play the product’s own code.

The rule check is Glow Garden’s own code, running unmodified in your browser — including the solver that refuses any placement that would leave the board unsolvable. The board is fixed rather than generated and has exactly one solution, as every board the game makes does. Newer versions of the game add mechanics this board does not use.

Real product codeNo installNo sign-in
Glow Garden — moon Meadow, the first garden, with Tonight, the Trail and the Weekly a tap away

How we build

Fourteen products. One shared production system.

Fourteen products do not run alongside each other unless the expensive parts are shared. Research, production, release and measurement run through one internal system, so the fifth product costs less to launch than the first and is better informed when it does.

  1. 01ResearchSignals and a per-product idea bank, scored for relevance before anything is made.
  2. 02DesignThe product decides its own voice, claims and boundaries. The system fills them in.
  3. 03BuildAssets, narration and captions assembled from each product’s own material.
  4. 04LocaliseEvery string in every language, with parity between catalogues checked rather than assumed.
  5. 05TestAutomated gates, then a person. Nothing reaches a queue unreviewed.
  6. 06PublishPer-platform packaging, with publishing deliberately held behind human approval.
  7. 07MeasureRelease and performance signals return to where the work was made.
  8. 08LearnWhat worked on one product is readable by the next one that asks.
  9. 09ImproveThe fix lands in the shared system, not in one product’s copy of it.

Stage Nine leads back to one. What a launch teaches is available to the next product that asks, which is the whole reason for running one system instead of fourteen.

The studio engine

The hard part of automation is making it safe to re-run.

Producing something is the easy half. The half that decides whether a studio can actually run fourteen products at once is what happens on the retry, the crash and the duplicate trigger.

Nothing publishes twice

Retrying is always safe, which is what makes automation restartable.

A crash resumes, it does not restart

A long pipeline can fail without costing the whole run.

The system never learns a product’s name

A new product is a configuration, not a fork.

Human approval stays in the loop

Scale without handing over editorial control.

This page describes what the system does and what it produces. It does not describe how it is deployed. Hosts, endpoints, credentials, machine names, storage paths and security architecture stay private — not because they are interesting, but because publishing them would be careless. The public site and the internal systems share no credentials and no control path.

Real interfaces, not mockups

Fourteen products, each with its own world, out of the same studio.

  • ZUPILIVE
    ZUPI — the Pulse Shield held above the Pulse Core, with the field falling towards it
    ZUPI — a Pulse released — the shockwave that clears the field
    ZUPI — an armour-plated threat, which an ordinary deflection passes straight through
    ZUPI — a guard band closing off part of the field, with the Pulse charge at three of six
  • DidiLIVE
    Didi — the household timeline — what was done, by whom, and when
    Didi — logging a memory takes one screen
    Didi — recent activity across the whole household
    Didi — a single memory, with its full history
  • SPRIVOLIVE
    SPRIVO — the athlete home screen
    SPRIVO — sprint form analysis on a recorded run
    SPRIVO — the analysis report and score
    SPRIVO — a training session
  • Glow GardenBETA
    Glow Garden — moon Meadow, the first garden, with Tonight, the Trail and the Weekly a tap away
    Glow Garden — tonight's board mid-solve, with moonlit cells, kindred threads and night blooms
    Glow Garden — a hint that starts with the tightest bed on the board and says why
    Glow Garden — tending the garden: Glow brings back what went dark
  • Luma JarsLIVE
    Luma Jars — sorting glowing spirits into matching jars
    Luma Jars — one of the twelve gardens
    Luma Jars — the hint system, for when a board stalls
    Luma Jars — timed mode
  • VeyraLIVE
    Veyra — home, with one saved design and the free allowance on show: three creations left
    Veyra — the Creation Room - an idea in your own words, one of twelve styles, and a placement on the body
    Veyra — four candidates from a single real generation, with one selected
    Veyra — a saved design with its style and placement, exportable as a PNG or a 2048px file
  • Swarm KingdomsBETA
    Swarm Kingdoms — the kingdom in Storm Canopy, with the next expedition and its Root Warden ready to march
    Swarm Kingdoms — holding the centre against siege wardens, with the Resonance pulse at hand
    Swarm Kingdoms — an expedition boon: one of three, for this expedition only
    Swarm Kingdoms — the Bombardier leads the wave, and the army moves as the ring closes
  • Candy DropBETA
    Candy Drop — candy Canyon — the opening run past a candy roll, with the mesas behind (Turkish)
    Candy Drop — choco Factory — the pack bunched up on the production floor (Turkish)
    Candy Drop — jelly Jungle — jelly decks under the canopy (Turkish)
    Candy Drop — soda Skyway — an arch over the soda sea, two checkpoints in (Turkish)
  • PivumoLIVE
    Pivumo — match the Toy Shapes, in Home Town
    Pivumo — a jigsaw activity, one of the 20 mechanics
    Pivumo — a building activity, with the hint button a child can always reach
    Pivumo — animal Forest and its activities (Turkish)
  • VelaBETA
    Vela — the Journey: the next lesson, a checkpoint and a level assessment on the map
    Vela — a guided speaking lesson, with typing always offered instead
    Vela — progress, where a skill says "still gathering evidence" until it has some
    Vela — practice: what is due for review, and real-life missions marked Preview
  • AurenBETA
    Auren — building a body model: answer what you can about today, skip anything
    Auren — day one: what Auren knows so far, and what it needs before it can say more
    Auren — today on day one, with no comparison yet because a signal needs seven recorded days
    Auren — why today feels different, on the in-app example model labelled fictional
  • Forgotten TownLIVE
    Forgotten Town — region 1, the Old House, on the town map
    Forgotten Town — the merge board, working towards restoring a location
    Forgotten Town — the case file for Region 1, with its suspects
    Forgotten Town — the evidence board, with clues still to be found
  • PlicaBETA
    Plica — home: scan a page or import photos, with recent documents sorted by type
    Plica — crop: drag the corners to fit the page
    Plica — insights for a sample receipt: total, VAT, date and vendor, each with its confidence, recognised on the device
    Plica — the recognised text, searchable and ready to copy
  • WeirBETA
    Weir — today on iPhone: protection on, time saved and attempts stopped (estimated)
    Weir — protection on Android: Reels, Explore, Shorts and the Home feed, each with its own switch
    Weir — on Android, a calm check-in appears instead of the surface you turned off
    Weir — on iPhone, a planned pause through Screen Time, recorded on a device

The studio

A studio is judged by what it ships, not by what it says it does.

NOVEMADE is not an agency. We do not take briefs, bill hours or keep a client logo wall. Every product on this site is one we decided to make, funded ourselves and are responsible for after launch — including the parts that are still unfinished.

That changes what the work optimises for. There is no handover, so shortcuts stay our problem. There is no client sign-off, so a product ships when it is genuinely good rather than when it is approved. And because every product is carried by the same studio, anything done twice gets built once and shared.

  1. 01Ship the smallest honest thing
  2. 02Build the system, not the one-off
  3. 03Own the whole lifecycle
  4. 04Let each product be itself

Evidence

Eight numbers, and where to check each one.

This is what the studio actually has today. All but two are counted from the site’s own content when it builds, so they cannot quietly go stale.

14products in the studio

Apps, games, learning, wellness and AI, at every stage. Seven are live on the App Store, seven are in closed testing and zero have never been submitted to a store — and each page says which.

Check it
14of them you can run in this browser

One per product, with none missing. No install, no account, nothing to agree to — and each one states what it is running before you start.

Check it
5demos run the product’s own material

Two run code vendored out of the app unmodified, with the source hash recorded in the repository. Three play the app’s own shipped files — Pivumo’s voice recordings and Forgotten Town’s artwork and content. The other nine say plainly that they are not the product.

Check it
29languages voiced for Pivumo

2,088 recordings, two speakers per locale, produced offline and licence-cleared file by file. Six of those languages are playable on this site, and Pivumo went live on the App Store on September 22, 2026.

Check it
600levels in ZUPI

Generated from a difficulty model across six worlds, with a checkpoint every tenth level, so two players on level 412 are playing the same level.

Check it
100orders a test plays before every release

Forgotten Town’s campaign test finishes the whole game using only ordinary merges and coin refills — no granted items, no premium currency — and reloads the save after every order. It is how "completable without paying" stays a build failure rather than an opinion.

Check it
9stages in the production loop

Research to improve, shared by every product, with publishing deliberately held behind a person rather than automated end to end.

Check it
0invented metrics on this site

No download counts, ratings, user numbers or revenue figures appear anywhere — and the build fails if one is added, rather than relying on anybody remembering.

There are still no download, revenue or rating figures here. Seven products are on the App Store, the newest of them since October 3, 2026, and the rest are not public at all — so any number worth printing would cover a few days of one platform. When there is one worth standing behind, it will appear in this table with the same sourcing as everything above it.

How the work is checked

Services

We build for other people the way we build for ourselves.

NOVEMADE is a product studio first: every product on this site is one we decided to make, funded, and still own. Fourteen of them, seven live on a store, each with a demo you can run in this browser. These six pages are what that turns into when the product is yours instead of ours.

Collaborate

We are not for hire. We are open to the right partnership.

Publishing, partnerships, investment, or a technical conversation about how we build. Tell us which one and we will skip the rest of the form.