Independent game & app studio — Giresun, Türkiye

Forgotten mechanics,
rebuilt properly.

Trisenix is a one-person studio. We take mechanics the industry walked away from — claw machines, arcade loops, flash-era ideas — and rebuild them with modern feel, modern feedback, and nothing left broken in the box.

Founded
2020
Team
1 developer
Engines
Unity · Flutter
Platforms
PC · iOS · Android
Shipped
4 titles
Now in development

Clawtro

A claw machine roguelike.

Every run is a fresh cabinet. Grab prizes, chain them into synergies, and push one floor deeper before the claw gives out. Deck-building logic inside a machine that was never built to be fair.

Genre
Roguelike / Arcade
Engine
Unity
Platform
PC — Steam
Target
2026
Follow development

The slate

Everything the studio has shipped or has in the oven, with its real state — not a wall of identical cards.

ClawtroClaw machine roguelike
PC · Steam
Unity
In development
2026
Pulse BallOne-touch arcade, mobile
iOS · Android
Unity
Finishing
2026
KaderDaily luck score app
iOS · Android
Flutter
In development
2026
Early catalogueFour mobile titles, self-published
iOS · Android
Unity
Released
2020–23

One developer, one rule

Trisenix is run by Turan Şahin Topçuoğlu, a computer engineer who self-published four mobile games between 2020 and 2023, built VR software in Unreal for a spell, and came back to games to do it properly this time.

The rule is simple: don't reinvent the wheel. Find a mechanic that already worked, understand exactly why it worked, then rebuild it with the feel, the feedback and the polish it never got. Old Flash games, dead arcade cabinets, forgotten mobile loops — there is a decade of good design lying around unused.

Everything is built in-house: code, low-poly art in Blender, UI, and the tuning passes that decide whether a mechanic actually feels good in the hand.

Based in
Giresun, Türkiye
Founded
2020
Team size
1
Toolchain
Unity · Flutter · Blender
Focus
PC & mobile

Press, publishing, collaboration

Playable builds, press kits and key art on request. Publishers welcome — so are people who just want to argue about game feel.

[email protected]