What we build
Constraints, treated as design.
AOB games are shaped by the machines and connections people actually have. These are the rules we hold ourselves to.
Lightweight
Every build is budgeted. Small download sizes, low memory footprints and frame budgets that assume integrated graphics rather than a dedicated GPU.
Target: playable at 60fps on hardware from a decade ago.
Browser First
Our games open in a tab. No launcher, no installer, no account gate between you and the first second of play.
One URL is the whole distribution channel.
Offline
Where the design allows it, games keep working after the connection drops. Assets cache, state persists locally, sessions survive a dead tunnel.
Offline is a feature, not a failure mode.
Low Bandwidth
Networked play is designed around constrained connections: compact state updates, tolerant reconnection, no assumptions about fibre.
Bandwidth efficiency is a design constraint, not a late optimisation.
Cross Platform
Desktop, laptop, tablet and phone. Input, layout and performance targets are considered for each, not scaled down from one.
Same game, adapted — not shrunk.
Open Source
Selected tools, engines and experiments are released publicly so other developers can take what's useful and skip the parts we already solved.
Shared where it helps. Honest about what isn't ready.