Canaria Studios

Roadmap

This is a roadmap, not a release schedule. Nothing on it is a date, a promise or an announcement — it is the order the studio intends to work in, written down so it can be held to it. Every step carries the number that decides when it is finished, which is also what makes items move and items get dropped.

  1. Build a game end to end, then a second one Done

    Two puzzle games, content-complete and playable in a browser, each with its own generated privacy and support pages, and each built so that every board it can deal has a way through. Both are on this site now, and the table below says where each one stands.

  2. Make the second game cost less than the first Done

    Saving, settings, themes, the coin ledger, the accessibility layer and the release tooling are shared between the games rather than written twice, so the second game only had to supply what was actually new about it. Every game after it starts from more, which is what makes a portfolio of small bets affordable rather than reckless.

  3. Put both games where strangers can find them Current focus

    Upload to the open web portals — the channel with no gatekeeper and no review queue — so that people who are not us play the games. This is the first rung of the plan, and nothing above it is claimed until it is done: no belief about either game survives contact with a real player, which is exactly why it comes before everything below.

  4. Find out whether they hold attention Next

    The two numbers that matter first are how many plays run past three minutes, and how many players come back a week later. Revenue is not a signal at this size and is not being read as one. Each game gets a written decision from those numbers — invest, fix, or retire — rather than quiet maintenance.

  5. Run the prototype lab Next

    A rolling series of small playable prototypes, each assembled from parts that already exist so that only the new idea is throwaway, each in front of players within days, each measured against a stop rule written before it was built. A prototype earns its next week or it is retired. Selection is the product here: the shortest path to a game worth years of work is finding out in days which ideas are not it.

  6. Release on the app stores Later

    An App Store release needs a completed developer enrolment and a device pass, and it is paced deliberately — one submission at a time, never two of the same genre back to back. No release date has been set for either game.

  7. Build the larger one Later

    One bigger hybrid-casual game, described by its shape because it has not been built: a core that is legible at a glance, a first success within seconds, a three-to-five-minute session, and something that visibly grows between sessions instead of resetting. It is held to the same rule as everything else here — every board it deals has a way through. Which prototype it grows out of is decided by what strangers replay, not by taste.

  8. Operate it, then do it again Later

    The rungs above a hit are the ones most studios never write down: earn money without spoiling the game, acquire a player for less than a player is worth, run one title on a live calendar without consuming the whole studio, and then reproduce it in a second title that shares the audience. Each has a number attached, and none of them is skipped.

The order above comes from the studio's own approved plan, which sets an exit condition for each stage rather than a date: a stage is finished when a number says so. The plan itself lives in the repository, next to the games it governs.

Where each game stands today

GameGenreStatus
Hush Tiles: Triple Match Gametriple-matchPlayable here, not released
Quiet Vials: Pour PuzzlesortPlayable here, not released

Each game's own page lists every place it will be playable and which of them are live.