Skip to main content
Digital FlameDigital Flame

Independent mobile games studio

Digital Flame

Digital
Flame

Where digital sparks ignite a flame

We are a mobile games studio. We build social games that people open in a queue, in a waiting room, and on the sofa at eleven at night — and then open again tomorrow.

Bingoville is out now on Google Play. Digital Flame Ltd.

The studio

A studio that ships

Digital Flame Ltd. builds and operates its own mobile games. Not prototypes, not pitch decks — titles that are live on the store and updated while you read this.

We work in the casual social space: bingo, building, raiding. It is a crowded genre, which is exactly why the details decide it.

Everything is made in-house — design, art, engineering, live ops — by a team small enough to fit around one table.

“Nobody opens a game because of its feature list.”

Which is why we start every build by playing the first thirty seconds until they feel right.

How we build

We start with the feel

Before a feature list, before a roadmap — what does one session actually feel like in the hand? If the first thirty seconds are not good, nothing built on top of them will be either.

What we make

Games with other people in them

Every title we run is social. Clubs to belong to, friends to raid, something of yours that someone else can take. Playing alone is fine; playing against people you know is the reason to come back.

Who we are

Small team, short distances

Deliberately few people. The person who designs a feature usually ships it and then owns how it performs. Fewer handoffs, fewer meetings, and nobody waiting a week for a decision.

How we work

Live games, every week

Our games are already in players’ hands, so the work is never theoretical. We read the retention curves on Monday and change something by Friday. Work that sits in a branch for a month helps nobody.

The portfolio

What we have shipped

Bingoville

Spin, build, and raid your way through a village of your own.

Bingoville blends live bingo with village building. Win rounds to earn coins, spend them building out your clubs, then raid and defend against friends to protect what you have made.

What we hold to

Four things we do not trade away

  • Player-Centric Design

    We start from what a session actually feels like, not from a feature list.

  • Innovation First

    Familiar genres, unfamiliar twists. If it plays like everything else, it is not finished.

  • Community Focus

    Our games are better with other people in them. Clubs, raids and rivalries are the point.

  • Inclusivity

    Easy to pick up, hard to put down, and welcoming whoever shows up.

Come and build the next one

We hire rarely and carefully. If shipping to real players every week sounds like your kind of work, we would like to hear from you.