Rommels is a small studio publishing casual games for phones. We keep our catalogue short, our update cycle long, and our hands on every pixel — no outsourced art, no placeholder builds shipped to stores.
Rommels was started by three people who were tired of games that felt assembled rather than made. We build fewer titles and support them for years — patching, tuning, and adding content long after the store page has gone quiet.
Every illustration, sound and animation is produced by the team. We do not buy asset packs and call it art direction.
Known defects are repaired before new content starts. A release is the beginning of support, not the end of work.
We test on low-end Android hardware and weak connections first. If the frame rate drops there, we keep working.
Our flagship title is a hand-built logic puzzle with no clock and no penalty. Each board teaches one idea, then asks you to combine it with the ones before. Nothing is randomised, and every level was played hundreds of times before it shipped.
Hints are free and unlimited. Progress saves the moment you touch a piece, and the whole game runs offline — on a plane, in a tunnel, or on a train with no signal.
We will not add energy meters or cooldowns to a game that does not need them. Difficulty belongs in the puzzle, not the shop.
Anything purchasable is priced and described before the button is pressed. No invented countdowns, no fake scarcity.
We gather only what is needed to operate and improve the game, stated plainly in our Privacy Policy.
A crash is not a roadmap item. It is a broken product, and it is fixed before anything else is built.
Publishers, distribution partners and players are all welcome. Messages reach the people who build the games — not a ticket queue.