Novemade
Services

Idea, product, production. The whole distance.

Most of what makes a product fail happens between the parts people buy separately. We run the whole distance because we run it on ourselves: eleven products, one shared production system, and the same studio responsible after launch as before it.

What people arrive with

The problems that bring somebody here.

Strategy, design and build are three suppliers

Each hands over to the next, and each handover loses the reasoning behind a decision. The next supplier rebuilds that thinking from the artefact, which is how a product ends up with a design nobody can explain.

There is no agreed smallest version

Without one, scope is settled by whoever is most insistent, and the first release is both late and too large to learn anything from. Choosing what the first version is not is the most valuable hour in the project.

Nobody owns it after launch

A launch is the beginning of the part that matters: the listing, the first reviews, the crash in a locale nobody tested, the second release. A supplier whose contract ends at launch is not incentivised to care about any of it.

What the work includes

Including the parts nobody puts on a services page.

Scope is where a project is decided, so this list is specific rather than reassuring.

  • Product strategy

    What it is, who it is for, what the first version deliberately leaves out, and what would have to be true for it to be worth building. Written down, so that the version six months later can be checked against it.

  • UX and UI, per product

    Each product gets to be itself. A cozy puzzle game and a sprint-analysis tool should not look like siblings, and in our own catalogue they do not - the studio shell is deliberately neutral so each product can bring its own world.

  • Prototype and MVP

    The hardest screen first, playable, before the easy ones are built. A prototype that avoids the risky part is a slide deck with animation on it.

  • Engineering

    Mobile, web, and the services behind them, with the shared parts built once. A large share of the implementation here is written by AI coding agents working under review against tests that have to pass - stated because it is true, and because it is why this pace is possible at this size.

  • QA and release

    Automated gates, a documented device and locale matrix, then a person. Store submission with the listing, screenshots and privacy answers derived from the shipped build rather than from a plan.

  • Measurement and the next version

    Release and performance signals return to where the work was made, so the second version is informed rather than guessed. The fix lands in the shared system, not in one product’s copy of it.

How it runs

The same loop our own products go round.

Not a process diagram written for this page. It is the production loop the studio already runs, which is why it has a measure step and a human gate in it.

  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.

Evidence

Our own products, not a client list.

Everything shown as evidence on these pages is a NOVEMADE product - our idea, our money, our name on the listing. There is no client logo wall here, no testimonials and no case-study metrics, because there have been no clients to take them from. What there is instead is software you can open.

ZUPI

Game

LIVE

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

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

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)

Didi

App

LIVE

A shared household record of what got done, by whom, and when.

iOS · AndroidTry it
Didi — the household timeline — what was done, by whom, and when
LIVE

Design a tattoo, turn it into a working stencil, and see it on your own skin first.

iOS · AndroidTry it
Veyra — home, with one saved design and the free allowance on show: three creations left
LIVE

Sort glowing spirits into jars across twelve gardens.

iOS · AndroidTry it
Luma Jars — sorting glowing spirits into matching jars

Check it yourself

Every word you hear is a file from Pivumo’s shipped voice package — the same recording, the same encode, at the same loudness the app plays it at. Six of the 29 locales are here, and the age toggle really does swap the take. The round itself is written for the web; the voice is not.

Try Pivumo

Where this stops

What we do not do.

We take on a small number of these at a time, and we say no to the ones where this studio is the wrong shape for the work. We also do not run a product we hold no agreement in indefinitely - ownership, and who holds the keys, is settled at the start and in writing.

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.