A calm shore for small games.
I make cozy games one at a time and I ship them when they're done. Pay once, they're yours.
What Inlet is
Inlet is a one-person studio making small, finished games. Every one is whole on day one: you pay, you play, and every update I ship after that is free. No ads. No timers. No microtransactions. No subscriptions to forget about. The full set of promises lives on the Promise page.
Why I make them this way
Most games on phones today are built to extract — engagement loops, energy meters, paywalls that catch you mid-flow. The mechanics that monetise best are the same mechanics that wear players down. Once a game is built around extraction, the design itself bends in that direction: levels tuned to feel almost-winnable, difficulty tuned to push spending, every animation tuned to dopamine instead of satisfaction.
I don't want to make those games. The games I love — the ones I still think about years later — were paid for once and respected my time. I'm betting there's an audience for that on phones and in browsers too, not just on Steam. Pay-once means a game has to be good on day one. Free-updates-forever means I have to be honest about what counts as polish versus what counts as a new product. Everything in this model points the same direction: make the game better, never extract more from someone who already paid.
What's in the catalog
The full catalog is on the home page and it grows slowly. The first wave is classic genres rebuilt for touch — sudoku, minesweeper, solitaire, a music-driven block puzzle — plus an Inlet Classics line that bundles chess, checkers, and backgammon. Beyond those: originals, including a roguelike and an auto-battler, arriving when they're ready.
I don't promise dates. I promise the next release ships when it's done, and arrives the way every Inlet game does: whole, ad-free, yours to keep.
"If something I made isn't what you hoped for, write to me at hello@inlet.games. I read every email."