The Flash years · 2010–2014
Small games, fast experiments, and the first versions of characters that would stay with us for years.
Our story · 2010–today
We started with small browser games: one mechanic, a handful of levels, and characters we wanted to draw again. Some of those experiments disappeared with Flash. Others grew into the games we still make today.

Snoring was released in 2010. After that came a busy run of physics puzzles—usually built around a simple question: can this interaction carry a whole game?
The Flash years · 2010–2014
Small games, fast experiments, and the first versions of characters that would stay with us for years.

















A new screen · from 2015
Flash was on its way out, but the games did not have to go with it. We rebuilt familiar ideas for touchscreens and began making new ones beside them.


March 30
The sleeping elephant and its chain reactions found a second home on mobile.
See Snoring today
September 6
The experimental shelf · 2019–2020
Not every game became a series. For a few years we made many small mobile prototypes, tried different genres and learned when to move on.

2019

2019

2019

2019

2019

2019

2019

2020

2020

2020

2020

2020

2020
Beyond puzzle games · from 2022
We began working on longer games with progression, combat and collections. The scale changed; the habit of building around one clear idea did not.

September 9, 2022
Our first step from compact puzzles into a game built around runs, loot and long-term upgrades.
See Knight Hero
October 12
We returned to Knight Hero with a new setting and a more ambitious progression system.
See Knight Hero 2
September 28
A different kind of experiment for us: party building and card combat in a darker fantasy world.
See Dark Stones
March 31
Merge mechanics, odd creatures and the kind of visual joke that has been in our games from the beginning.
See Mad EvolutionStill independent
ALMA Games has never followed a straight line. We have kept some characters, left plenty of prototypes behind and changed platforms more than once. What stayed is the pleasure of finding a small idea that is fun to touch—and seeing how far it can go.
See what we make now