Mochillz Coming soon
Indie game studio · PT Mochillz International Indonesia

Mochillz

We make casual puzzle games you can pick up in a second and keep coming back to.

Mochillz is a small studio focused on casual puzzle games. We put the first minute and the hundredth hour in the same build — instant fun on a bus, real progression over months. Our first title, Mochillz Block, is coming soon.

Mochillz Block — coming soon About the studio

Mochillz Block is launching soon.

Mochi, the Mochillz cat mascot, next to the board
  • 1Title in development
  • 2Game modes
  • In-houseEngine & runtime
  • In-houseBackend & leaderboard

About the studio

A small, AI-native team from the casual games world. We build block-puzzle and light-strategy gameplay, and we spend our budget where players actually feel it: controls, pacing and long-term growth.

Who we are

Mochillz is an independent game studio working out of Indonesia. We stay small on purpose: everyone here designs, builds and iterates on live versions themselves.

How we work

We are an AI-native team. Copy, art, code and QA all run inside AI-assisted loops, so a handful of people can ship and iterate at studio scale.

What we care about

Player experience comes first. Every decision answers one question: is the first session more fun, and is the hundredth still worth coming back to?

Games

One title, built in the open.

Mochillz Block

Block puzzle Casual Browser

Place blocks on the board to complete rows and columns and earn points. Combos multiply your score, and boosters help you get out of a tight spot.

  • Classic Mode: no step limit — chase your own high score and the longest combo.
  • Adventure Mode: clear levels one by one and collect coin rewards as you go.
  • Daily rewards and boosters: log in for coins, use boosters when the board traps you.
  • Global leaderboard: scores are submitted to the server and ranked there, not on the client.
Genre
Block puzzle
Engine
In-house
Platform
Desktop & mobile browser
Status
Coming soon
Coming soon

Launching on desktop and mobile browsers.

Tech

The parts we build ourselves: rendering, the offline runtime, the backend and the leaderboard.

In-house rendering pipeline

Our own 2D rendering pipeline with an offline-first bundle: the first screen depends on no remote config and no third-party CDN.

Offline runtime

A network guard plus a local mock layer, so the same gameplay code runs with zero network access.

In-house backend

Our own backend and account system, containerised on servers we operate ourselves.

Authoritative leaderboard

Scores are validated and ranked server-side; the client can submit a score but never decide its own rank.

Contact

Partnership, hiring, or just talking about casual games — we would love to hear from you.