02
The studio
We make small games that end.
Four titles on iOS and Android, two in production, and a rule that every team owns its game through to its support queue.
- Titles released
- 04
- Titles in production
- 02
- Team size
- [HEADCOUNT]
- Founded
- [FOUNDING YEAR]
01
What we do
Small games, finished
Leron Company was founded in [FOUNDING YEAR] in [CITY, COUNTRY]. We build short-session mobile games and we finish them. A Paper Lantern player reaches the end in about two hours; a Ferrograde match is capped at four minutes. Neither of those numbers is an accident, and neither is going to grow after release.
We are [HEADCOUNT] people in teams of four to eleven. A team owns its title end to end: design, build, store submission, patch notes and the support tickets that follow. Nobody hands a game over to a live-ops department, because we do not have one.
The catalogue is deliberately varied. A drift racer, a water puzzle, a base builder about maintenance and a hand-drawn story do not share an audience or an engine configuration. What they share is that each one is legible in motion — you can look at the screen and know what the system is doing.
Pl. 01
Pl. 0203
How we work
Five things we actually do
Not values on a wall. Each one is a decision you can find in a work that shipped.
01
Scope is a design decision
Paper Lantern is fifteen rooms because fifteen was right, not because the budget ran out. We cut systems rather than thin them, and we say in the patch notes when we have.
02
Legible over accurate
Ashfall Drift fakes deformable terrain with a single texture channel. The honest simulation looked better in screenshots and worse in motion, so it is not in the game.
03
Whoever builds it, supports it
Support tickets go to the team that shipped the feature. It is the shortest feedback loop we have, and it is why our release notes are specific.
04
No systems that wait for you
No energy meters, no login streaks, no timers to skip. If a player is not playing, the game should not be charging them attention.
05
Say the number or say nothing
We publish a support response target because we measure it. We do not publish player counts, because we have not agreed on how to count them.
04
Film
Studio showreel
A placeholder frame until the edit exists. The player and captions track are already wired.

STUDIO SHOWREEL
1920×1080 · 1:45 · MP4 / WebM
05
History
What happened when
[FOUNDING YEAR]
Studio founded
Four people, one contract project, and an agreement that we would self-publish the second thing we made. [FOUNDING DETAIL TO BE CONFIRMED]
2023
Paper Lantern released
Fifteen rooms, drawn on paper. Premium, no account, no network calls. Our first self-published title.
2024
Tidecaller released
The first title with an account layer, which is also when we started taking data requests seriously.
2025
Ashfall Drift released
Our first 3D game and our first real performance budget. Season two shipped in 2026.
2026
Null Harbor soft launch
A limited release while the decay curve is tuned on real return-session data.
2027
Ferrograde
Simultaneous-turn tactics, in production. Window to be confirmed at certification.
06
Where we are
Offices
Scroll the table sideways to read every column
| City | Function | Address | Team |
|---|---|---|---|
| [PRIMARY CITY] | Studio headquarters | [COMPANY ADDRESS] | [HEADCOUNT] |
| [SECONDARY CITY] | [OFFICE FUNCTION] | [SECONDARY OFFICE ADDRESS] | [HEADCOUNT] |
07
Leadership
Who runs what
Pl. 01[NAME]
Studio Director
Pl. 02[NAME]
Technical Director
Pl. 03[NAME]
Art Director
Pl. 04[NAME]
Head of Production
08
Contact
Talking to us
Press and creators should write to info@leroncompany.com — the media kit, boilerplate and asset briefs are on the press page. Everything else has a named address with an owner.
