Indie mobile game studio

Mobile games with a little magic in them.

We're Arcane Blast, a two-person studio. We design, build and release our own games for iPhone and Android, from the first prototype to the store page.

See our games About us

  • 13 games out now
  • iOS and Android
  • Since 2022

Our games

Games we've made

Everything here is live on the stores right now. On Google Play we publish as Lucky Potion.

Wrecking Knight: Survivor

Action · 2026

Horde survivor with no attack button: swing a spiked ball on a chain.

Conquer Them! Territory War

Strategy · 2026

Build your deck, command armies and conquer islands in 5-minute strategy battles.

Crazy Rumble: Card Battles

Strategy · 2026

Build your deck, gear up and outsmart rivals in chaotic real-time card battles.

Draft Crowd

Action · 2026

Draft your army, battle rival crowds and survive the collapsing arena.

Log Rush: Build & Battle

Strategy · 2026

Chop wood, build your army, capture islands and break the enemy Core.

Orbit Royale

Strategy · 2026

Mine ore, break planets and outplay rivals in real-time PvP battles.

Olympush

Strategy · 2026

Push the Trojan Horse into the enemy base in fast one-on-one card battles.

Mob Smash

Strategy · 2026

Launch your heroes into a skeleton horde in a physics-based PvP brawler.

Runestone Heroes

Strategy · 2026

Sling hero tokens in the arena, claim boost zones, win PvP auto-battles.

Fable Arena

Card game · 2025

Draft units, stack synergies and watch your army fight in a tactical auto-battler.

Bladefall: Champions

RPG · 2024

Raid enemy towns with a party of champions, then grow your village and climb the leagues.

Rise of Necromancer

Action · 2023

Command an undead horde and survive wave after wave in a dark-magic action RPG.

Zombie Slayer – Tower Defense

Strategy · 2022

Hold the settlement against endless zombies, upgrade your gear and go again.

The studio

Two people, one studio

We're Michal and Milana, a husband-and-wife team. Arcane Blast started in 2022, and we still make every game ourselves.

Being small keeps us quick. We take an idea to a playable test in a few weeks, see how players take to it, and keep building the ones people enjoy.

We like games that are easy to pick up and hard to put down: short battles, clever decks, big hordes, and a good dose of fantasy.

How we make them

  • Game design

    Core loops, progression and economies made for short, replayable sessions.

  • Unity development

    One codebase shipped to iOS and Android, tuned to run well on a wide range of phones.

  • Art and animation

    Characters, interfaces, effects and store art, all made in the studio.

  • Testing and launch

    Store pages, ad creatives, analytics and A/B tests, plus updates after launch.

Screens