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Carrom CrestIn development
A tall black monolith split into drifting slabs, lit from behind by a low golden sun, standing on a dark plain before a mountain ridge.

Independent game development studio

We build worldsworth playing.

We create interactive experiences designed to bring people together, challenge imagination and make every moment of play matter.

01The studio

Play is our medium.
Creativity is our engine.

Close view of the monolith's fracture: black slabs edged in gold, with light spilling between them.

We make games. That is the whole of it, and it is plenty.

Suwexa Gaming is an independent studio. We design and build our own games, from the first rule to the last sound, and we keep the things that make a game worth returning to at the centre of the work.

We started with carrom, because a game of touch leaves nowhere to hide. Next comes whatever deserves the same care.

02Our games
The Great Crest, a golden sunburst with a compass star at its heart, hanging over a snowy range under an aurora.

In development

Carrom Crest

The Shattered Crest

Carrom with real physics and a story of its own. Travel 21 invented lands, face the Keeper who guards each shard at the table, and bring colour back to a broken world.

Discover the game Watch the trailer

The public Google Play listing is being prepared.

Platform
Android
Genre
Board game
Players
1 to 4
Connection
Plays offline
Account
None needed
Ads
None in version 2.0.1
A 3D carrom match in progress: coins clustered at the centre of a glossy table, the striker on the baseline, scores at the top of the screen.
A match, with the aim guide on the striker
Story scene: Niran, Keeper of Lanthira, shown as a crimson seal above a river of lanterns, with a line of dialogue.
A Keeper, before the match
The World Tour screen: painted cards for each land along the road, with coin and rank information at the top.
The World Tour
A golden compass in a snowy mountain land under an aurora, with the caption Shard 5 of 21.
Shard 5 of 21
A friend room with a five-digit code and three players listed, offering to start a three-player match for points.
A room for friends on the same network
A winding road of locked and unlocked title emblems, with Pathfinder as the next title.
Eight titles, from Wanderer to Crestbearer
The opening of the story: the Great Crest bursting apart in a ring of light above a dark table.
The prologue: the Crest breaks
The First Board, a carrom table carved from stone on a summit, beneath the Great Crest, with the line Then, one night.
The First Board

One title today. The shelf is built for more.

All games
03Our philosophy

Our philosophy

  1. 01

    Purposeful design

    Every interaction should have a reason to exist.

    If a screen, a sound or a rule does not make the game better to play, it does not ship.

  2. 02

    Gameplay first

    The experience matters more than the marketing.

    We start with how a thing feels in the hand, and we let everything else follow from there.

  3. 03

    Built to evolve

    Great games grow through thoughtful development.

    A release is the point where players start teaching us. We plan to keep improving what we ship.

04What we work on

One world, taken apart.

A game is six crafts pretending to be one thing. These are the ones we care about, shown through our own work.

A survey sheet of invented terrain: fine contour lines, with gold index contours and a light grid over black.

A

Game design

Before a world looks like anything, it is a plan: where you begin, what stands in the way, and why you would keep walking.

B

Interactive experiences

We would rather show you than tell you. This table is a small sketch made for this page, simpler than any game of ours. Try it.
Pull the gold striker back, then let go. 0 of 13 sunk.

C

Gameplay systems

A good rule creates a story. In carrom, the queen has been making them for generations.
  1. Queen pocketedWorth the most, and not yet yours.
  2. Cover on the next strikeSink one of your own to claim her.
  3. Miss, and she returnsBack to the centre. The table remembers.

D

Mobile gaming

The phone is a serious place to play. Carrom Crest needs no account and no connection, and it puts friends on one table with nothing more than a shared Wi-Fi and a five-digit code.

E

User experience

Every shot begins with a question: where will this go? The compass guide answers it, then gets out of the way. Turn it off when you no longer need it.
Carrom Crest on a phone: a match with the striker on the baseline and the aim guide showing.
Carrom Crest on a phone: a friend room with its five-digit code and three players.
The monolith scene as an engineering view: gold edge lines and scan lines on black, over a wire grid of terrain.

F

Game technology

Our work runs on open tools. Carrom Crest is built with the Godot engine, with its own deterministic physics and a computer opponent that tests candidate shots against the real rules.

Contact

Have something in mind?

A game, a partnership, a question about Carrom Crest. Write to us and a person will read it.

Or write directlysuwexagaming@gmail.com