Drawn to the glow.
An independent game studio in San Francisco, making free, original games for iPhone.
> 01 / the games
Three games are finished. Two more are on the way, and all five arrive on iPhone together.

Build it up. Burn it down. Come back stronger.
Tap a cosmic core, build an empire of generators, then destroy it all on purpose for permanent power. Four layers of prestige, a real ending, and it keeps earning while you're away.

Sudoku with a pop of color.
Classic sudoku, brighter. A fresh puzzle every day, a streak worth keeping, and bigger score multipliers on Medium and Hard. No timer, no ads, just you and the grid.

Grab the priciest first. You can't save them all.
The carrier is flooding. Tap cars to lift them to safety before the water takes them. Everyone gets the same Daily Ship and one ranked shot at the daily board, plus endless mode for chasing your best.
> 02 / our approach
Most mobile games are stuffed with energy timers, fake countdowns and pop-ups nagging for five stars. Ours skip all of it. Here's what they're built on instead.
No reskins of whatever's topping the charts this week. Every Bitmoth game is its own idea and its own little world, even when that's the slower, harder way to do it.
Light on battery, plays offline, and there's no account to make. Your progress stays on your phone.
Every game is free to play. Where there are ads, you choose them: watch a short video for a reward, or don't. Nothing plays without your tap. Prefer no ads at all? Premium is one purchase, once, and it never buys a better spot on the leaderboard.
> 03 / coming next
Stardust Gatherer, Sudoku Pop and Sinking Cars won't launch alone. Two more games are in the works, and all five go live together. We're keeping those two under wraps for now.
Game four. A different genre, the same free-and-fair promise.
Game five. The weird one. More when it's ready.
> 04 / the studio
Named for the moths that gather at a glowing arcade screen: drawn in, and unable to look away.
Bitmoth is an independent game studio in San Francisco. Our games have been in the making since 2025, and every one is designed, built and shipped in-house. The goal is simple: small, original games that don't waste your time.
We're independent and self-funded: no publisher, no investors, no outside targets. Things take the time they take, and nothing ships before it's actually good.
> 05 / say hello
Questions, bugs, or an idea for a game? Write to us. A real person reads every message.