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About Sleek Games

Sleek Games is a small independent studio making handcrafted games for phones and desktop. Our first three games all star spiders: not the creepy kind, but round, fuzzy, big-eyed ones that blink, fidget and pull faces. They are the first cast, not the last: every new game brings its own world, its own characters and its own look.

We care about the same things in every game: art that matches its concept sheets, 3D characters with real personality, moves that feel good under your thumb, and difficulty that is tuned with data rather than guessed. Our How we work page gives the short version.

What we are working on

Three games in development

  • Spider Defense: teal spider towers defending a glowing egg from a line of bugs

    Spider Defense

    Tower defense · In development

    Playable builds on Android, Windows and macOS, now in playtesting.

  • Spider Squash: a fuzzy orange spider hugging a pink jelly candy with friends behind it

    Spider Squash

    Match-3 puzzle · In development

    Playable builds on Android and Windows, with all 500 levels.

  • Spider Hunter: the Queen Spider boss under fire on the forest floor

    Spider Hunter

    Arcade shooter · Early development

    First review builds on Android and Windows; the first stage is playable.

How we work

Four things every game gets

  • The Spider Queen from Spider Squash

    Art that matches the concept

    Every game starts from concept art, and the finished art is checked against it and reworked until it matches.

  • The Common spider from Spider Squash

    Characters that feel alive

    Our characters breathe, blink, fidget and look nervous when a match is about to land on them. Every one is a full 3D model, so its eyes and legs really move.

  • The Swatter power-up from Spider Squash

    Moves that feel good

    Every action has a sound and a motion: pops that rise in pitch with each cascade, a squash with a splat and a hit-stop, damage numbers that float over every bug.

  • The Golden Spider from Spider Hunter

    Difficulty tuned with data

    Levels and worlds are played and tuned before any player sees them, so difficulty comes from evidence rather than guesswork.