
Solotile™ is a calm, satisfying tile puzzle designed for focus rather than speed. Familiar tiles, clean rules, and that steady feeling of bringing order to the board — one good move at a time. Make matches to clear the clutter and uncover the Solotile™ hidden in each layout. Can you find it?
Solotile™
Solotile™ is the first game from Odd Latent. We're opening it up early for testers who can play a bit, then tell us plainly what works, what doesn't, and where you got stuck. Bug reports and device details help a lot. Try it and send feedback—your notes will shape the next build.
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Next Up
Coming Soon
These are some of our experiments, not fixed promises. We share ideas early, test them fast in real markets, and use player feedback to decide what to build next, what to change, and what to drop.

Arcade Rogue-Like
Defentris
Tired of matching blocks? Defend against the falling blocks, upgrade your weapons, and survive the chaos one wave at a time.
www.defentris.com
Merge-2
Garden Merge
A classic merge-and-match loop with a garden twist. Combine blooms, unlock new varieties, and grow a space that feels alive.
www.gardenmerge.com
Tile Match
Toon Tiles
A classic tile-matching puzzler with a retro toon theme, crisp rules, and the calm rhythm of clearing sets at your own pace.
www.toontiles.com"Fast iteration beats big teams"
Odd Latent Game Team
Odd Latent builds small, focused games with a clear point of view. We keep the team lean so we can test ideas early and improve what matters on the next build.
Player feedback is part of how we work. If you tell us where you got stuck, what felt unfair, or what you expected to happen, that goes straight into the next update.
Experience
meets Innovation.
Odd Latent is built on 25 years of game-making mastery. We make games for a global audience, and we're reinventing the studio model for the game developers of the future.
Our games are mobile-first, but all of them have been built with multiplatform approach in mind
"The craft is in the tuning. A great puzzle isn't one idea; it's thousands of tiny, loving adjustments."
Tatu Petersen-Jessen | CEO
Quality improves through repeated iteration. We move quickly not to chase speed, but to create more cycles of feedback and improvement, shrinking the gap between idea and launch. This approach helps us catch problems early, test riskier concepts, and explore bolder designs with less downside if something fails.
Our studio model centers the vision holder in production. When the person with the core idea can directly shape key details, we sidestep the slowdowns of handoffs and long feedback chains. If you spot a way to improve the game, you can act on it immediately, without waiting for permission or a new production cycle. This structure trades some specialization for raw speed and creative control.
This approach isn’t just a process tweak—it shifts what’s possible for small teams. By collapsing the distance between vision and execution, we’re able to take on projects that once required studios ten or even a hundred times our size. We’re still building out our capabilities, but the early results speak for themselves: our output already rivals much larger teams. As production barriers drop, the field opens for new voices and experimental formats—this is what drives the next era of entertainment, where ambition isn’t capped by headcount.
"If you’re only iterating on one thing at a time, you’re not using your full potential. The real breakthrough comes when a developer can push a dozen features forward in parallel."
Jorge Ramirez Carrasco | CTO
Technology is only as valuable as what it unlocks. In our studio, tools and infrastructure aren’t the centerpieces; they serve to clear the way for vision holders to focus on the player experience. Instead of wrestling with slow builds, brittle pipelines, or tangled dependencies, our developers work in an environment built for velocity and flexibility. The difference shows up when one person can experiment across the codebase, test multiple mechanics in a single afternoon, and push improvements to players the same day.
We see this effect compound as the studio grows. Every workflow that automates away manual steps, every system that decouples features, and every piece of infrastructure that scales with our ambitions lets a small team accomplish what once demanded an army. Our goal is to make the technology invisible—an accelerant, not a bottleneck—so attention stays fixed on gameplay, polish, and the user’s moment-to-moment experience.
We’re still expanding our tech stack, but the leverage is already clear. We are delivering work at a pace that surprises even us, tackling ambitious projects with a fraction of the resources once considered necessary. As we refine the foundation, we’re not just keeping up—we’re helping set the pace for a new era, where small teams move as fast as their ideas.
A Structural
Shift.
Our approach is not simply about introducing new software. It is about a fundamental restructuring of how a studio functions. We have evolved studio roles and processes so that vision-holders can spend 90% of their time on the player experience and quality, rather than on technical bottlenecks.
By changing how we work, we better leverage new technical capabilities to create products that feel more human, more polished, and more joyful. We prioritize the heart of the game, letting optimized systems handle the friction.
Our Infrastructure:
Engineering the Invisible
Proprietary Backend & Analytics
Our games run on a unified backend architecture designed for instant scale. Coupled with our custom analytics platform, we receive real-time player telemetry that feeds directly back into our automated tuning cycles. We do not guess what players want; we observe it and adapt our games in real-time.
Fully Agentic Workflows
We design agent-first workflows so a single builder can orchestrate parallel experiments, auto-generate assets, and ship improvements without waiting on manual handoffs. It keeps momentum high while the team stays focused on gameplay decisions and polish.
Reusable Structures & Features
We build the essential LiveOps features once and deploy them across our portfolio. Shared systems for events, progression, and messaging mean each new title launches with proven infrastructure from day one.
The Mission
"Repeatedly ship and scale casual hits that bring joy to millions."
Built for
Builders
We are looking for designers who can build, and builders who understand design. People who want to lead a product from concept to LiveOps using the world's most advanced creative tools.
The Profile
You are a designer who loves to build, or a developer with a strong eye for design. You care more about the player's experience than the silo of your role.
- Game Specialist
- Game Lead
- Creative Developer
- AI Engineer
- Marketing Specialist
Rapid Growth
We offer rapid growth opportunities for people who join us. You get new levels of ownership and freedom, plus support to grow into bigger, more holistic roles. Designers, PMs, and developers who are comfortable in multidisciplinary roles can grow into modern game leads here.
Ready to define the next phase of gaming?
Reach Out