Independent game studio · Yerevan, Armenia

We make mobile games with real weight behind every hit.

Think About It Games is a small independent studio building physics-driven arcade games for phones. Everything we ship is judged by one question: does it feel good in the hand?

Flagship title

Mage Rush

Tower defense, inverted.

You are the Mage — a force that moves forward and takes what is in front of it. You circle a floating enemy stronghold, drag your thumb to aim, and bring the sky down on it: knights, archers, ballista crews, the walls they hide behind.

Clear the island down to the last one — leave a single defender standing and the fortress rebuilds. Take the gold and the spell shards, upgrade your book, and push the front deeper into the sky.

  • EngineUnreal Engine 5
  • PlatformAndroid · mobile
  • GenreArcade skill-shooter
  • Session2–5 minutes
  • Rated13+
  • PriceFree to play
Mage Rush key art — a mage circling a floating fortress island

What makes it ours

Four things we refuse to compromise

01

One thumb, full control

Hold to aim and fire, release to stop. No auto-aim quietly playing for you — the aim assist forgives a near-miss and nothing more. Every hit on screen is yours.

02

Physics is a weapon

Ragdolls, collapsing structures, exploding barrels and a very long drop off the edge of the island. Some of your best kills never touch a health bar.

03

An arsenal with opinions

Five cast spells, six ultimates, each with one strong idea and one honest weakness. There is no best spell — only the best answer to the island in front of you.

04

A front that keeps escalating

The living legion, then the dead, then whatever was hiding behind them. Every biome brings a new army, a new rule to play around, and a commander at the gate.

The spellbook

Eleven ways to take an island apart

Cast spells are your working hand — hold and they fire in a stream. Ultimates charge from the damage you deal and the damage you take, then land once, hard.

Cast your working hand

Magic Arrows

Arcane

“A homing rhythm of war — arrow after arrow, no pauses, no misses.”

Boulder

Earth

“Why aim carefully when you can throw a mountain.”

Ice Arrows

Ice

“Stop the world first. Break it after.”

Throwing Knives

Steel

“Not magic. Just a very, very large number of knives.”

Starfall

Sky

“You don't shoot enemies. You pick the spot where the sky lands.”

Ultimate one press, one verdict

Fire Ball

Fire

“One shot. One crater. One very quiet clearing.”

Star Beam

Sky

“The sky lowers a finger and drags it across the island.”

Black Hole

Void

“It doesn't kill. It invites everyone to the execution.”

Storm Cloud

Storm

“Park bad weather over them and go do something else.”

Dragon Breath

Fire

“Swipe across the island and the island burns along the line.”

Skyfall Delivery

Sky · Physics

“No signature required. The recipient won't survive anyway.”

War for the sky

The front goes deeper than you think

The floating islands are enemy strongholds. You fly in first and burn each one down before it grows teeth. Every biome is a new echelon: a new army, one new rule, and a commander holding the door to the next.

Biome 01

The Living Legion

Knights · Archers · Ballistas · Cannons

Rule: the danger comes up at you from the ground. Firing positions are always being built. Learn to dodge and to kill the crews first.

Commander — The Dark Archmage

Biome 02

The Dead Legion

Skeleton archers · Zombies · Ghosts · Liches

Rule: while a lich still stands, the dead get back up. “Clear it to zero” becomes literal. Ghosts ignore your physics — answer from above.

Commander — The High Lich

Biome 03+

Further down the line

Demons · Storm elementals · Dragons

Rule: the pattern holds — new army, new rule, new commander. The front keeps going, and so do you.

Commander — In development

The studio

Small team. Heavy hits.

Think About It Games is an independent game studio based in Yerevan, Armenia. We build for mobile, we ship in small steps, and we spend an unreasonable amount of time on the half-second between a tap and an enemy leaving the island.

Our games run on Unreal Engine 5 with gameplay written by hand in C++ — attributes, effects, AI behaviour, destruction and hit reactions. Feel is not something you bolt on at the end, so we own that layer instead of renting it.

Feel before features

If a hit doesn't land in the hand, no amount of content saves it.

Short sessions, real skill

Two minutes in a queue should still ask something of the player.

Built in-house

Core systems are ours, so we can change them the day the game needs it.

Get in touch

Press, partnerships, publishing — or just say hi

Press kit, review builds, business enquiries and player support all go to the same inbox. We read everything and answer in a couple of working days.

ThinkAboutItGames@gmail.com