TemperForge Studio

The math you kept redoing,
done once

We build apps that take over the calculations and checks you repeat every day, and games that are short to play and long to remember.

What we build

Two things, side by side

They are different in character but measured the same way — does it save the user time?

Apps that take work off your hands

Bills, repayments, payroll, tax refunds — the things you would otherwise have to look up in a table. One app finishes them. When the rules change, the app changes with them.

Games for a short sitting

A run ends in thirty seconds to a few minutes, and still makes you want to open it again. Collecting and growing is what makes it last.

A long-term project with a world of its own

Sword of Seraphim sits on a different axis from our short-session casual titles. A mobile MMORPG that climbs the tepui ranges above a sea of cloud, chasing the eight sword shards a goddess scattered — the world, its regions and its bestiary are public.

How we build

A small team, so we keep to the order

We do not push on instinct; we hold to a procedure. All four below apply to every single thing we ship, without exception.

Measure first, then build

We check that there is demand, and that nobody is already doing it well, before we start. We do not build first and look for a use afterwards.

Verify before it goes out

Every deliverable leaves a verification report behind. Working and worth shipping are two different things.

Screens are measured, then fixed

We capture the finished screen and measure contrast, colour count and legibility as numbers. We fix only the items below the bar and measure again — we do not judge by feel.

Ads that do not get in the way

No ad goes where it blocks what you are doing. For anyone who would rather not see them, one payment removes them.

Products

What you can use today

We do not list what is not on a store yet. See the full list →