COUNTRY

Singapore

TEAM SIZE

8

BUDGET

NDA

INDUSTRY

Gaming

TECHNOLOGIES

C#/Typescript

About the Project

Indies’ Lies had been developed as a single-player, bite-sized but deep roguelike card RPG: players chose a hero class, collected cards during runs, leveled talents, recruited partners and explored procedurally generated zones while following a mythic story thread about gods and a changing continent. The title balanced beginner-friendly deck mechanics with depth for experienced players, shipped on Android (and Windows where indicated), and offered DLC/premium content to support post-launch content cadence and monetization. The Play Store listing, social links and Discord invited community feedback and early access style engagement.

Challenges in Development

Localization & Translation Quality

Translating card text, tooltips and story content across languages introduced inconsistencies and user confusion that required iterative fixes.

Monetization vs. Player Trust

Introducing DLC and IAPs without creating pay-to-win perceptions required careful balancing of free progression and premium content.

Offline / Online Balance

Ensuring the game behaved well both offline and with optional online features (updates, leaderboards) demanded robust sync and graceful degradation.

Solutions: Our software agency provided

We shipped a localization toolchain and in-game preview flows so translation issues were fixed quickly and transparently. We implemented an offline-first sync architecture so players could enjoy full runs without network dependency while preserving cloud reconciliation. We simplified the card/talent UI with quick-peek controls and prioritized metadata so inspection didn’t interrupt play. Finally, we balanced monetization into cosmetic and optional campaign DLC and optimized performance to reduce crashes and improve frame stability across devices.

QUODD Screenshot
QUODD Screenshot
Key Features of the Application

1. Procedural Roguelike Maps

The game generated unique maps and event encounters each run so players faced fresh tactical choices every playthrough.

2. Deck-building Combat

It combined deck-building mechanics with hundreds of collectible cards across classes, which allowed deep synergies and replay variety.

3. Character & Partner System

Players selected from multiple characters (and up to two partners) with distinct card pools and partner cards that expanded strategy options.

4. Procedural Talent Trees

The title used procedurally generated talent trees / talent nodes each run to diversify build paths and long-term progression.

5. Story & Worldbuilding

It presented a layered medieval/fantasy narrative (Mekaa, gods, new faith) with character story modes that unlocked as players progressed.

QUODD App Screenshot
Technologies We Use in This Project

The solution improved user engagement, and a pilot adoption rate exceeding expectations.

Results — Engagement, Stability & Revenue

The localization fixes and over-the-air text patches reduced negative translation reviews and improved average rating sentiment. Offline-first syncing increased play retention in low-connectivity regions and lowered support tickets related to lost progress. UI improvements shortened time-to-card-understanding and increased session lengths and DLC discovery rates. Performance tuning decreased memory-related crashes and improved review scores on lower-end devices, which helped sustain a larger install base.

Genie App Screenshot