Brandixo logo Brandixo
FLAGSHIP CONCEPT
Arcade Pocket Gameplay Loop
LOOP_VID_01

The Pocket Arcade Reimagined.

We built Arcade Pocket for the commute, the waiting room, and the 3 AM insomnia scroll. It rejects the modern mobile trap of infinite grinding. Instead, we offer the "Drop-in, Drop-out" philosophy: a session that feels complete in three minutes, yet contributes to a persistent, weekly-resetting global leaderboard.

The visual language borrows from Hyper Light Drifter but strips away the clutter. Every pixel is a UI element. The "Infinite High Score" isn't just a number; it's your legacy in a rotating competitive cycle where modifiers change weekly, keeping the meta fresh without requiring you to grind daily.

Cosmetic Monetization Only

Ghost Racing

Compete against your friends' best runs asynchronously. See their "ghost" data on your track. No live connection required.

Async Multiplayer

Zero Ads

Strict policy: No interstitials, no video-to-continue. We treat player attention as the currency, not the product.

Premium Ethos

Technical Specifications

We prioritize performance over feature bloat. The "Brandixo Core" engine is a custom Unity framework built to sustain 60fps on hardware that was mid-range three years ago.

Constraint Rail
  • Client Size: <50MB Hard Limit
  • Memory Usage: <150MB on Idle
  • Compat: iOS 14+ / Android 10+
Engine Component Interactive
Local State
Instant
Write to disk immediately
Cloud Sync
Async
Delta sync only (kbs)
Delta-Cloud Logic: We only transmit data that has changed since the last sync. This reduces bandwidth usage by 90% compared to full save-state uploads, critical for users on metered mobile data.
POST /api/v2/sync/delta
{ "uuid": "...", "payload": { "score": 12040 } }
// Returns: 200 OK (Latency < 50ms)

The Cost of Attention

The standard mobile game monetization model is predatory. It relies on interrupting the "flow state" to serve ads. We reject this. Our model is simple: we ask for a higher upfront cost (or a single "Supporter" IAP) to replace ad revenue dependency.

"We don't sell your attention to the highest bidder. We sell you a crafted experience, uninterrupted. If you aren't paying for the product, you are the product. We prefer the former."
— Lead Dev, Brandixo

Pitfall Warning
Ad-based models create a conflict of interest: the game is designed to frustrate, not to satisfy. We optimize for retention via satisfaction, not desperation.
Acquisition Slower
Retention Higher
User Data Minimal
Trust High

Origin Code: Rome

Brandixo was born in a co-working space near Termini Station. The aesthetic is a collision of "La Dolce Vita" warmth and harsh Cyberpunk utility. We prototype mechanics over espresso; we ship for the global stage.

SCENARIO VIGNETTE
"It’s 4 PM. The espresso machine hisses in the corner. We're arguing over the color palette of a 16x16 sprite—specifically, whether the highlight matches the chrome of a vintage Alfa Romeo. Two hours later, we realize the code logic for the physics engine needs a rewrite. The debate over pixels remains unresolved, but the code is faster. This is the rhythm."
Wireframe
Iteration 04
Level Geometry
Signed off on wireframes. Collision boxes refined.
Palette
Art Direction
Neon-Noir Palette
Derived from vintage Alfa Romeo paint codes.
Aperitivo
Seasonal
The Aperitivo Event
Holiday series inspired by Italian social rituals.

The Beta Submission Protocol

We don't read generic emails. To filter signal from noise, we require a specific submission structure. In return, we offer a personal reply within 48 hours and exclusive "Founder" skins for valid submissions.

Direct Link

Response time: 48 hours (Business days)