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About us

We make games, and we run them for years.

Velquo is an independent studio and publisher. We are small teams with real ownership, a stubborn no-crunch rule, and a habit of shipping before we feel ready.

Our story

Four people, one prototype, and not much runway

Velquo started in 2019 in a rented room in Lahore, with a puzzle prototype and about eight months of money in the bank. The plan was simple and slightly reckless: ship something small, learn what players actually did with it, and use whatever came back to fund the next one.

That loop never really changed. Six years later there are three studios and a hundred and eighty people, but titles are still run by teams of six to ten who own the whole thing — design through live operations. No hand-offs, no committee, no game designed by spreadsheet.

These days we publish for other studios too. It turns out the unglamorous half of the job — soft launch, retention tuning, creative testing, store relationships — is exactly the part most small teams would rather hand to someone else.

Years building

Founded in 2019

Countries

Where our players live

Average rating

Across app stores

Live titles

Actively updated

Milestones

How we got here

Six years, condensed. The gaps between these are mostly made up of very ordinary weeks.

  1. 2019

    Four people and one prototype

    Velquo starts in a rented room in Lahore with a puzzle prototype and enough runway for eight months.

  2. 2020

    First million downloads

    Our second title crosses a million installs without a marketing budget, funded entirely by the first.

  3. 2022

    Publishing opens up

    We start publishing for outside studios, bringing three partner titles to global launch in the first year.

  4. 2023

    Second studio

    A dedicated art and animation studio opens, bringing character and cinematic work fully in-house.

  5. 2024

    A billion downloads

    The portfolio passes one billion lifetime installs across iOS and Android.

  6. 2026

    Into premium

    Two Steam titles enter production as we extend past free-to-play mobile for the first time.

What we believe

Four things we argue about, and always land the same way

Not posters on a wall. These are the tie-breakers we actually use when a decision is genuinely close.

The game comes first

Every roadmap argument ends the same way: whichever option makes the game better wins. Revenue follows a good game, not the other way round.

Ship, then learn

We would rather put a rough build in front of real players this month than a perfect one next year. Players tell us things playtests never will.

Small teams, real ownership

Titles are run by teams of six to ten who own the whole thing — design through live ops. No hand-offs, no committee.

Respect the player

No dark patterns, no manipulative pacing, no monetisation we would be embarrassed to explain. We build things we would let our own kids play.

Working here

What it's actually like

The parts of the offer that people tell us made the difference.

No crunch, structurally

Scope is cut before hours are added. If a date slips, it slips — nobody sleeps at the studio.

Hardware you choose

Pick your machine, your chair, your devices. Test hardware for every tier is on the shelf.

Ship-it bonuses

When a title performs, the team that built it shares in it. Not just the leads.

Time to make things

One week per quarter belongs to you. Several of our live titles started there.

Health cover for family

Full medical for you, your partner, your children, and your parents.

Learning budget

An annual allowance for courses, conferences and books, with no approval chain.

We’re hiring

Ready to level up your career?

Designers, artists, engineers and marketers — we hire slowly, onboard properly, and protect the no-crunch rule. Send us your work even when nothing is posted.