Independent game & app studio — Muğla, Türkiye

Forgotten mechanics,
rebuilt properly.

Trisenix is a two-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
2 members
Engines
Unity · Flutter
Platforms
PC · iOS · Android
Shipped
5 titles
Out now on Google Play
Lodestar app icon

Lodestar

Space routes · Puzzle

Every ship has a planet. You choose the route.

Ships slip out of a black hole one at a time. Tap the junctions, flip the tracks, and bring each one home to the planet that matches its colours — before the traffic catches up with you.

  • 150 levels
  • 3★ on every route
  • Daily routes
  • EN · TR
Get it onGoogle Play Coming soonApp Store

Free to play · contains ads and optional in-app purchases.

Lodestar home screen: the daily route, a star mission and the Play button
Lodestar level 15: red and yellow ships heading for junctions above blue, blue-white, red and yellow planets
Lodestar level 7: a red ship racing along purple tracks from a black hole towards four coloured planets

What's next

Everything else the studio has in the oven, with its real state and its own screenshots.

Clawtro's arcade hall: a neon claw cabinet full of prizes, cabinets glowing on either side Unity showcase scene
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
PulseBall gameplay: sector 21, the ball weaving between neon spikes with three abilities charged
Development build
Finishing Game

PulseBall

One tap flips the whole run.

A single tap reverses the ball's drift. Read the gaps, collect diamonds, and spend your pulse, shockwave and time abilities at the right beat.

Unity · iOS · Android2026
NutriGuide's home screen in low-energy mode: a moonlit header, a meal card, and breath, sleep, movement and water tiles
Development build · sample data
In development App

NutriGuide

Some days you have less to give.

Tell it how the day actually feels and the whole app answers — meals worth cooking, a breath, a walk, a glass of water. Not a tracker demanding a streak.

Flutter · iOS · Android2026
Kader's home screen: today's card face down on a marble hall, waiting to be turned
Development build
In development App

Kader

One card. Once a day.

Turn the day's card, read it across love, money, health, social and risk, and let it build into a collection over the weeks. A small, calm ritual — not a verdict.

Flutter · iOS · Android2026
Stone Cleaner: a board covered in stones with brush, chisel and drill tools below
Development build
In development Game

Stone Cleaner

Clear the slab, stone by stone.

Push, chip and sweep a boarded-over slab until the last stone is off it. Timed, tactile, and harder than it looks.

Unity · iOS · AndroidEarly build
AgeClimber's JumpArc prototype: grey-box platforms with an aim arc drawn from the character
Prototype build
Prototype Game

AgeClimber

Hold, aim, release.

A jump-arc prototype testing whether the control alone is worth a game.

Unity · iOS · AndroidEarly build
Released

Early catalogue

Four mobile titles, self-published between 2020 and 2023 — where the studio learned to ship.

Unity · iOS · Android2020–23

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
Muğla, Türkiye
Founded
2020
Team size
2
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]