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.
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.
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
Six years, condensed. The gaps between these are mostly made up of very ordinary weeks.
Velquo starts in a rented room in Lahore with a puzzle prototype and enough runway for eight months.
Our second title crosses a million installs without a marketing budget, funded entirely by the first.
We start publishing for outside studios, bringing three partner titles to global launch in the first year.
A dedicated art and animation studio opens, bringing character and cinematic work fully in-house.
The portfolio passes one billion lifetime installs across iOS and Android.
Two Steam titles enter production as we extend past free-to-play mobile for the first time.
Not posters on a wall. These are the tie-breakers we actually use when a decision is genuinely close.
Every roadmap argument ends the same way: whichever option makes the game better wins. Revenue follows a good game, not the other way round.
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.
Titles are run by teams of six to ten who own the whole thing — design through live ops. No hand-offs, no committee.
No dark patterns, no manipulative pacing, no monetisation we would be embarrassed to explain. We build things we would let our own kids play.
The parts of the offer that people tell us made the difference.
Scope is cut before hours are added. If a date slips, it slips — nobody sleeps at the studio.
Pick your machine, your chair, your devices. Test hardware for every tier is on the shelf.
When a title performs, the team that built it shares in it. Not just the leads.
One week per quarter belongs to you. Several of our live titles started there.
Full medical for you, your partner, your children, and your parents.
An annual allowance for courses, conferences and books, with no approval chain.
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.