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

Independent Product Studio
An independent product studio. Eleven products, and one shared production system underneath all of them.
Eleven products. Every one of them has a demo you can run here, without an account.

ZUPI

Didi

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

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


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

Try it
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
The rule check is Glow Garden’s own code, vendored unmodified, including the solver that refuses any placement which would leave the board unsolvable. The board is fixed rather than generated, and was searched for with that same solver until one with exactly one solution turned up.

How we build
Eleven 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.
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 eleven.
The studio engine
Producing something is the easy half. The half that decides whether a studio can actually run eleven products at once is what happens on the retry, the crash and the duplicate trigger.
Retrying is always safe, which is what makes automation restartable.
A long pipeline can fail without costing the whole run.
A new product is a configuration, not a fork.
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
Eleven products, each with its own world, out of the same studio.
Lab
Open questions we are testing in the open, including the ones where the answer turned out to be no.
When a demo needs a product’s logic, is copying the real code in safer than rewriting a simplified version of it?
Can a product that does not work yet still have a demo that is worth running and not misleading?
Does letting a visitor play the actual game — the same engine that runs in the app — prove more than any screenshot gallery can?
Can a full multi-language voice set for a children’s app be produced locally on one GPU, with no paid speech API and no per-character billing?
Can a phone analyse sprint mechanics well enough to coach from, without uploading the video anywhere?
The studio
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.
Evidence
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.
Apps, games, learning, wellness and AI, at every stage. Seven are live on the App Store, one are in closed testing and three have never been submitted to a store — and each page says which.
Check itOne 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 itTwo 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 six say plainly that they are not the product.
Check it2,088 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 itGenerated 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 itForgotten 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 itResearch to improve, shared by every product, with publishing deliberately held behind a person rather than automated end to end.
Check itNo 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 checkedJournal
Eleven products, eleven demos, and the uncomfortable part: two of them run the product’s own source, and saying which two is the whole point.
7 min read
The expensive parts of a launch are identical every time. Sharing them is the obvious half; knowing which document to believe is the half that keeps going wrong.
6 min read
Ten regions, a hundred difficulty tiers and fifty boss families, generated from a model — and the acceptance run that had to prove every route through it is winnable.
6 min read
Services
NOVEMADE is a product studio first: every product on this site is one we decided to make, funded, and still own. Eleven 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
Publishing, partnerships, investment, or a technical conversation about how we build. Tell us which one and we will skip the rest of the form.