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.
- 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


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 nowThe 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 developmentA 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.
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:
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.comRao Rohith
Founder — Operations
Keeps the studio running: operations, budget and the business side.
rohith@adrogames.comKarthik Reddy
Core team — Game design
Designs the hand-crafted levels: mechanics, pacing and the fun.
karthikreddy@adrogames.comContact
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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