Kasabalı: Neighbourhood Café
Grow a small neighbourhood café from a tea stove to a boutique coffee chain.
- Genre
- Idle / Tycoon
- Platform
- iOSAndroid
- Age rating
- 3+
- Downloads
- 14.5 M+
- Store rating
- 4.6 / 5
Lodos Studio started in 2013 as a four-person game team in Maslak. Today 62 people publish our own games and build apps for brands. Bringing the feedback loop of game design into product development is what sets us apart.

Seven live games developed and published by Lodos Studio. Filter by genre, platform and business model and download straight from the store links.
Grow a small neighbourhood café from a tea stove to a boutique coffee chain.
Drift through narrow streets, tune your car and race in weekly leagues.
A Turkish word puzzle: combine letters and move the caravan from Anatolia to Central Asia.
Build your walls, upgrade heroes and stop the waves of invading armies.
An archer fighting to survive in a fictional realm: fast, hard and different on every run.
An ad-free exploration game teaching numbers, letters and nature to ages 3-7.
Enterprise and consumer apps in Swift, Kotlin and Flutter, end to end up to store release.
View DetailsUnity-based game development from concept to soft launch, plus co-publishing.
View DetailsUser research, interface systems, character and environment art, animation.
View DetailsScalable servers, remote config, A/B testing, event calendars and data analytics.
View DetailsFunctional, performance, compatibility and localisation testing, automated and manual QA.
View DetailsPost-launch growth through ASO, creative testing, user acquisition and revenue optimisation.
View DetailsChoose platform, screen count and features and see the estimated timeline, effort and budget range instantly. Book a discovery call with the result.

A mobile wallet with biometric login and peer-to-peer payments for a digital banking company.
A Flutter app with ordering, courier tracking and a loyalty programme for a grocery chain.
A fitness app with personal training plans, a nutrition log and wearable integration.
Audience, competitors, revenue model and scope get defined.
A clickable prototype and technical architecture proposal in two weeks.
Two-week sprints, a working build at the end of each.
Limited release in selected markets, metric validation and fixes.
Store optimisation, user acquisition and live operations.
Choose platform, screen count and features to see the estimated effort, timeline and budget range.
They understood our security requirements in the first meeting. Thanks to weekly demos we went live in seven months with no surprises.
The share of mobile orders in revenue tripled in a year. The live-ops team stands with us during campaign periods.
They tested our AR idea with a two-week prototype. That approach kept us from spending the budget in the wrong place.
How do screen count, platform, integrations and design level shape the budget? With rough ranges for 2026.
A practical decision guide and checklist for technology choice on two-platform projects.
The pros and cons of ads, IAP and hybrid models, plus soft-launch validation steps.
We are looking for a Unity developer focused on performance and architecture for our live games.
A Flutter developer to work on enterprise client apps.
A game designer to design game economy, progression curves and live events.
A QA engineer to grow device-lab automation.
Describe your idea briefly and within 48 hours we will return with a discovery call and an indicative scope.