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Carrom CrestIn development

The studio

Small, on purpose.

Suwexa Gaming is an independent game development studio. We are at the beginning, and we like it here: every decision is still close enough to the game to matter.
A dark mountain ridge at last light, with a fractured monolith standing on the plain before it.

We want to make original games, build worlds people recognise and reach players wherever they happen to be.

None of that happens at once, and we would not believe a studio that claimed it did. So we measure ourselves by the work in front of us: whether it plays well, whether it respects the person holding it, and whether it is better this month than last.

Our first game is Carrom Crest. It is where we learned what we care about.

See Carrom Crest
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.
Press kit

Writing about us?

Studio
Suwexa Gaming
Type
Independent game development studio
First title
Carrom Crest (Android)
Press contact
suwexagaming@gmail.com