The Vault

Our early games and experiments, 2010 to 2025. Some were finished, some were practice, and all of them taught us something we still use.

The early years

It started with text games written in C++ in Belize City, moved to the Dark GDK engine for our first graphics, then to Objective-C, SpriteKit and finally Swift and SwiftUI.

  1. 2010
    Fight / Quest

    C++ text-based multiplayer fighter and text adventure (first programs).

  2. 2011
    Asteroids 2D, Super Andre, Fight 2D

    C/C++ Dark GDK graphical games, high-score system.

  3. 2012
    Asteroids 3D, Snake, Laugh At My Pain, Tic-Tac-Toe

    Dark GDK 2D/3D shooter; Objective-C iOS soundboard and board game.

  4. 2013
    DBZ Fight, BBS Memory Game, HoodRun

    Objective-C games.

  5. 2015–18
    relliK

    SpriteKit arcade shooter with entity hierarchy, physics categories, Jazzy docs (50 commits).

  6. 2017
    iMessage sticker packs

    Bang Bang Studios and personal sticker packs.

  7. 2018
    Vapor demos

    Server-side Swift experiments.

  8. 2020
    BLPackage / SPM

    Swift Package extraction of Belize Lottery models (~5K lines).

  9. 2025
    BBS Memory Game (SwiftUI)

    AI-assisted SwiftUI remake of the 2013 memory game, 2 modes, 4 difficulties.

Back from the Vault

Three of these games are being rebuilt for today's devices, each with the original kept inside.

Asteroid

Andre wrote Asteroid in 2011, the year after he started programming. The rebuild for iPhone keeps every quirk of the original in its own mode.

See Asteroid

Asteroids 3D

The 2012 Dark GDK shooter, rebuilt in RealityKit for iPhone and iPad, with the original inside as Classic 2012 mode.

See Asteroids 3D

BBS Memory Game

First written in Objective-C in 2013. The SwiftUI remake has two modes and four difficulties.

See BBS Memory Game

See what we're making now

The current lineup runs on iPhone, iPad, Apple Watch and Vision Pro.