Procedurally generated levels
Every layout is generated and verified solvable. No two runs are identical.
A puzzle-action mobile game built by Warren and Sabb. Coming first to Android.
One of our in-house products. We own the codebase, the brand, the distribution, and the customer relationship.
Exit Protocol is a puzzle-action mobile game. Built by Warren and Sabb as one of our in-house products. The game itself runs locally on your phone with no analytics and no tracking. The only network call is the in-app purchase flow through Google Play Billing. We own the codebase, the brand, the distribution, and the customer relationship end to end.
Five mechanics carry the loop. Read them in order; that's also the order they unfold in a single run.
Tap an arrow tile to launch it along its diagonal. The arrow only fires if its lane to the edge is clear. Tap a blocked arrow and it refuses with a shake and a time penalty. You have to clear the blockers in the right order.
A launched tile travels to the border. A red sweep line patrols the perimeter as a moving gate. You time the exit through an open stretch. A tile bounced back can lodge and reshape the board.
From level 11 onward the sweep also watches. It projects a gaze inward along its current row or column. Watched tiles cannot launch until the sweep passes. Wait for it to turn away. Earlier levels build the anticipation; the Watcher arrives once the player has the timing down.
Every level has a clock. Beat the timer or lose the run.
Layouts are procedurally generated with a forced ordering. Every level is verified solvable.
Pure-premium economics. No ads, no energy timers, no waiting. Pay once for the unlock, optionally extend with packs.
Every layout is generated and verified solvable. No two runs are identical.
Three hints per level by default. Continues add 30 seconds on the lose screen. Skips advance past a stuck level.
Signal, Ember, Ice, Toxic, Mono, Vapor, Protocol (Pro exclusive). Themes: Radar, Blueprint, Carbon, Sunset.
Pro Unlock anchors the economy. Continues, Hint Pack, Skip Tokens, Skins Pack, Themes Pack. Real Google Play Billing integrated.
Game content is 100% local. The only network use is the purchase flow.
Measured 726 ms on emulator.
One game core. Two platform wrappers. Same audit trail across both.
Kotlin + AppCompat WebView wrapper. minSdk 26, target/compile 35.
SwiftUI + WKWebView, iOS 15+. Same web bundle, native shell.
Single-file HTML5, around 88 KB. DM Mono and Fraunces fonts bundled for offline use.
Google Play Billing via a native bridge that exposes purchases to the web Store.
Build RC1. Adds a dedicated landing screen, a long-press anywhere to pause, milestone celebrations with anticipation copy, and a level-11 introduction for the Watcher with its own progression curve. Continues the prior audits for offline fonts, audio lifecycle suspend and resume, generator crash-guard, and brand-voice cleanup on shipped UI copy.
Production AAB is the next gate. Internal Testing on Play Console first, then public release.
DoneBuild clean, installs on emulator
DoneIAP system built and verified end to end
DoneAndroid keystore generated and configured
DoneiOS Xcode project ready, not yet compiled
NextProduction AAB to Internal Testing on Play Console, then public release