Building Games That People Actually Want to Play

We started MurmurCrestPaper because we got tired of seeing mobile games that felt like quick cash grabs. Our team wanted to create something different — games that players would remember and come back to, not just download once and forget.

How We Got Here

Back in early 2023, three developers sitting in a cramped apartment in Panvel had an idea. We'd all worked on mobile games before — some successful, some not so much. But we kept noticing the same problems everywhere.

Games were getting released half-finished. Studios promised updates that never came. Players were frustrated, and honestly, so were we.

So we decided to try something new. Instead of rushing to launch, we'd actually finish our games first. Instead of chasing trends, we'd build mechanics that made sense. And instead of treating players like walking wallets, we'd listen to what they wanted.

It sounds simple when you say it out loud. But in practice? It meant longer development cycles, tougher decisions, and learning to say no to shortcuts.

Early development workspace showing game prototypes and design sketches

What Actually Matters to Us

Real Testing, Not Guesswork

We run actual playtests with real people before anything goes live. Not quick surveys — actual sessions where we watch people play and take notes. It's slower, but we catch problems early instead of patching them later.

Building for Longevity

Our goal isn't to get a million downloads in week one. We want players who stick around for months. That means focusing on gameplay depth, regular content updates, and actually responding to community feedback.

Transparent Development

When something breaks, we say so. When a feature takes longer than expected, we explain why. Players appreciate honesty more than marketing speak, and it keeps us accountable.

Team reviewing game mechanics and player feedback data
Testing session with mobile game prototypes
Development environment showing code and game assets
Design iteration process for mobile game interface

How We Actually Work

Every studio says they care about quality. Here's what that looks like for us in practice:

  • 1

    Prototype First, Polish Later

    We build rough versions fast to test core mechanics. If something isn't fun in the prototype, it won't magically get better with nice graphics.

  • 2

    Multiple Testing Rounds

    Each game goes through at least three rounds of testing with different player groups. We track what confuses people, what keeps them engaged, and where they drop off.

  • 3

    Performance Over Features

    A game that runs smoothly on older devices beats one with fancy effects that lags. We optimize early and often, because most players don't have flagship phones.

  • 4

    Post-Launch Support

    Launch day is just the start. We monitor player feedback, track analytics, and roll out updates based on what we learn. Games evolve, and we plan for that from day one.

The Team Behind the Games

We're a small group — developers, designers, and testers who've worked across different studios and learned what works (and what doesn't). Some of us came from bigger companies where bureaucracy slowed everything down. Others started in indie teams that moved fast but lacked structure.

At MurmurCrestPaper, we're trying to find the balance. Small enough to stay nimble, organized enough to ship quality work.

Collaborative workspace with game development in progress

Remote-First Setup

Our team works from different parts of India. It gives us flexibility and lets us hire based on skills, not location. We use tools that keep everyone synced without constant meetings.

Open Feedback Culture

Anyone can question a design decision or suggest improvements. The best ideas don't always come from senior people, and we want everyone contributing their perspective.

Learning as We Go

Mobile gaming changes fast. We set aside time for the team to experiment with new tools, study successful games, and share what we learn with each other.