In development
Blockium
A block puzzle with a pulse. Drop, fit, clear — then keep going when the board says stop.
Open the game
Indie game studio Türkiye Est. 2025
Authentic Hearts Interactive is a small studio building handcrafted pixel-art games for mobile. Every sprite drawn by hand. Every block placed on purpose.
One card face-up. The rest stay down until they're ready to be played — we'd rather show you a finished game than a promise.
In development
A block puzzle with a pulse. Drop, fit, clear — then keep going when the board says stop.
Open the game
Prototype in the engine. It's a different genre, and it's early.
Saves, skins, audio, haptics and economy, written once so gameplay gets the hours.
Tap a face-down card to turn it over.
Block puzzle · Pixel art · Mobile
You get three shapes. The board is eight by eight. There is no timer and no next-piece preview to save you — only the hand in front of you and how far ahead you're willing to think.
Blockium is the studio's first release: a puzzle you can play for forty seconds at a bus stop or forty minutes chasing a run. Two modes, five skin sets, and a soundtrack that knows when to get out of the way.
The pure one
Eight by eight. Three pieces at a time. Fill a row or a column and it clears. Miss your placement and the board fills — that's the whole contract, and it's enough.
The long one
The board keeps moving. New rows push up from the bottom while you're still solving the last mistake, and the score curve rewards players who leave themselves an exit.
Tell us which platform you're on and we'll send exactly one email when Blockium launches. Nothing else, ever.
Small studio, long attention span. The name is the brief: if a game doesn't leave something behind, it isn't finished.
Art starts in Aseprite at the resolution it ships at — no upscaling, no filters, no smoothing. A block that reads clearly at sixteen pixels reads clearly on any screen you own, and it keeps the game light enough to open instantly.
Saving, currency, skins, audio, haptics, pooling and store plumbing live in one in-house Unity toolkit shared across projects. It's unglamorous work that we only want to do properly a single time, so the next game starts at the fun part.
A mode ships when it's still good on the hundredth run, not the first. Most of what we design gets cut here — which is the point of designing it in the first place.
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