ADRO GAMES

ADRO GAMES

We build first.
Then we talk.

Creators of Kubo — a 3D precision platformer built for touch.

An engineering-first game studio in India. Production-grade Unity architecture, custom tooling for every system, and a generation-and-verification engine built in-house. Bootstrapped, budget-disciplined, and building toward launch.

First game · in development

KUBO

Playable build running today

Hand-crafted worlds. Infinite levels. Every level guaranteed beatable.

A 3D side-scrolling precision platformer — a hand-crafted game, plus an engine for players to build endlessly. Precision platforming has never been done right in true 3D on touch. That lane is open.

Gameplay capture

A 10–20 second capture from the current build goes here. Ask us for the footage — or the build itself.

Video slot · awaiting final capture
Genre
3D precision platformer
Status
In development
Engine
Unity
Build
Playable, on request
At launch
iOS & Android
Planned after
PC & console
Model
Free to play
Made in
India
A hand-built canyon level in Kubo, stacked stone blocks lit from below by lava.
Hand-crafted canyon · in-engine
A wide lava crossing in Kubo with blocky cliffs and an orange sky.
Lava crossing · in-engine

What makes Kubo different

Hand-crafted, zero generation

Every core level is built by hand around a unique mechanic. No repetition, nothing procedural. The designer beats every level before it ships.

Console-grade feel

Coyote time, jump buffering, apex hang — tuned natively for touch. Instant restarts keep the “one more try” loop tight.

Built to be clipped

Traps and fake-outs made for Shorts and TikTok. Every fail is a shareable moment; every share is a free install.

Two kinds of levels, never merged

Hand-crafted

Playable now

The finite core game, designed by our team.

  • A finite campaign we develop ourselves.
  • Every level built by hand around a unique mechanic.
  • Zero generation. Zero repetition. Pure design craft.
  • Easy, Medium and Hard today; troll levels land in updates.

Player-generated

In development

A separate system, built for players. Not yet public.

  • Players create in a controlled, assisted environment.
  • What players generate is not limited by our level count.
  • Every creation is verified beatable before it goes public.
  • Later, for the hardcore: our full internal editor, no AI.
The hand-crafted campaign is not generated. These are two separate systems, and they stay separate: the core game is designed level by level by our team, and the creation pipeline below never touches it.

Player engine — in development

Human-designed where creative game design matters. Machine-assisted where scale and verification matter. This is the intended pipeline for levels players build:

GenerateLayout and set dressing drafted in seconds
OptimizeA virtual player verifies, repairs and tunes it
BeautifyTheming and polish applied automatically
DeployOne tap into the game, ready to play
SharePublished for other players
Every published player-generated level must first pass verification. A virtual player has to finish a level before it can go public — that is what “guaranteed beatable” means. This system is in development and has not launched publicly.

The studio

A small team with an unfair amount of tooling.

Adro Games is an engineering-first studio: human craft where it counts, verified machine production everywhere else. We built the generation and verification pipeline ourselves because nothing off the shelf could promise what we needed — that no level ever ships unbeatable.

Craft is not automated

The core game is designed by hand, level by level. The pipeline exists to serve players who want to build, not to replace the people who design.

Verification over vibes

A virtual player has to finish a level before anyone else sees it. Nothing ships on a guess.

Ship, then talk

Bootstrapped and budget-disciplined. We would rather show a running build than a roadmap.

Who we are

Two founders, one designer.

Aditya Gopal

Founder — Development

Builds Kubo's systems end to end: gameplay, the level editor and the generative engine.

aditya@adrogames.com

Rao Rohith

Founder — Operations

Keeps the studio running: operations, budget and the business side.

rohith@adrogames.com

Karthik Reddy

Core team — Game design

Designs the hand-crafted levels: mechanics, pacing and the fun.

karthikreddy@adrogames.com

Contact

Publishers, press and playtesters welcome.

If you would rather see Kubo running than read about it, ask — there is a build.

General & business
rohith@adrogames.com
Development & technical
aditya@adrogames.com
Based in
India

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