Skyward Rush
Endless runner
A one-thumb arcade runner with hand-drawn worlds, daily challenges and a leaderboard that never sleeps.
Raylit Interactive Games is a team of designers, engineers and artists making free-to-play games for phones and tablets. Short sessions, deep systems, and worlds worth returning to.
Studio portfolio
6 titles
> and one more in soft launch
50M+
Downloads worldwide
12
Titles shipped
40+
People in the studio
150
Countries reached
Our games
From quick arcade hits to long-running live titles, our games are designed to be picked up in a minute and enjoyed for years.
Endless runner
A one-thumb arcade runner with hand-drawn worlds, daily challenges and a leaderboard that never sleeps.
Casual puzzle
Match, merge and rebuild a seaside town across hundreds of handcrafted levels and seasonal events.
Idle simulation
Build an outpost on the edge of the galaxy, automate every system and watch it grow while you are away.
Action RPG
Collect heroes, upgrade gear and take on co-op raids in short sessions built for a coffee break.
Word game
A relaxing daily word journey with themed chapters, streaks and a gentle difficulty curve.
Arcade racing
Pick a car, hold the screen and slide through neon tracks in races that last ninety seconds.
The studio
We are an independent studio with a simple belief: a good mobile game is a small idea, polished until it shines. We keep our teams small, our feedback loops short and our players close.
Every design decision starts with the person holding the phone. Fair progression, no dark patterns, and a game that respects your time.
We work in compact strike teams that can go from a paper idea to a playable build in a couple of weeks.
Analytics tell us what is happening. Craft and instinct tell us what to do about it. We use both, in that order.
We support our titles for years — new content, new events, and live operations that keep worlds alive.
From idea to launch
Every title we release moves through the same pipeline — and any idea can be stopped at any stage if it is not fun yet.
Ideas get two weeks and a playable build. If the core loop is not fun without art, it does not move forward.
We ship early to a handful of markets, watch how real players behave and tune the experience around them.
Store-ready art, localisation, and a live-ops calendar planned out for the first year of the game's life.
Seasonal content, community feedback and steady quality-of-life updates for as long as players keep playing.
Careers
We hire game designers, engineers, artists, producers and live-ops specialists. We work in a hybrid setup, ship real projects from week one, and give everyone a say in what we build next.
We do not always have an open role listed, but we always read portfolios. Send us your work and tell us what you would like to build.
Send us your portfolioPublishing, partnerships, press or player support — we read every message and try to reply within a few working days.