In Development

Exit Protocol.

A puzzle-action mobile game built by Warren and Sabb. Coming first to Android.

In Development · Android first What it is
Exit Protocol
Exit Protocol app icon
01  /  About
About the game

A small, sharp game built end to end.

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.

02  /  Gameplay
How it plays

How it plays.

Five mechanics carry the loop. Read them in order; that's also the order they unfold in a single run.

01 / Tap to launch

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.

02 / The sweep

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.

03 / The gaze

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.

04 / The clock

Every level has a clock. Beat the timer or lose the run.

05 / Procedural layouts

Layouts are procedurally generated with a forced ordering. Every level is verified solvable.

03  /  Features
What's in it

Built for replay, priced once.

Pure-premium economics. No ads, no energy timers, no waiting. Pay once for the unlock, optionally extend with packs.

01

Procedurally generated levels

Every layout is generated and verified solvable. No two runs are identical.

02

Hints, continues, skips

Three hints per level by default. Continues add 30 seconds on the lose screen. Skips advance past a stuck level.

03

7 arrow skins, 4 board themes

Signal, Ember, Ice, Toxic, Mono, Vapor, Protocol (Pro exclusive). Themes: Radar, Blueprint, Carbon, Sunset.

04

Pure-premium IAP

Pro Unlock anchors the economy. Continues, Hint Pack, Skip Tokens, Skins Pack, Themes Pack. Real Google Play Billing integrated.

05

Fully offline core

Game content is 100% local. The only network use is the purchase flow.

06

Cold launch under 800 ms

Measured 726 ms on emulator.

04  /  Tech
Built with

Built native for each phone.

One game core. Two platform wrappers. Same audit trail across both.

Android

Kotlin + AppCompat WebView wrapper. minSdk 26, target/compile 35.

iOS · coming

SwiftUI + WKWebView, iOS 15+. Same web bundle, native shell.

Game

Single-file HTML5, around 88 KB. DM Mono and Fraunces fonts bundled for offline use.

Billing

Google Play Billing via a native bridge that exposes purchases to the web Store.

Audit

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.

05  /  Status
Where we are

Build clean, IAP verified, keystore set.

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