Save Badge ADIOS CBD, LLC
Computer Systems Design and Related Services

Small games, made to be picked up again CONTINUE

ADIOS CBD, LLC is a casual game development studio working from 3989 N Dillon Way, North Ogden - 84414, United States (US). We design pick-up-and-play mobile loops that respect pockets of free time, then wrap them in gentle daily quests, dependable cloud saves and seasonal drops that keep a player warm between visits. Our computer systems design practice sits behind every release: build tags, save states, live content tooling and store page craft all handled by the same small team. See how our six services fit together →

Cartridge Slots
Casual Puzzle Titles BUILD 4.2
Daily Quest Live Ops LIVE
Cloud Save Syncing SAFE
Seasonal Event Drops QUEUED
Savepoint

Every run can be paused, saved and resumed without losing a step.

Quest Log
  • Open today and claim the free heart refill
  • Finish three quick rounds before the kettle boils
  • Try the seasonal drop and collect one badge
  • Invite a friend to a weekend playtest cohort
Book a playtest window with the studio →

A quest log of six working services

Everything below is produced in house. Each row is a real practice, staffed by the same designers, engineers and live content producers who ship the games. Follow any heading to read the full description on the services page.

♥ Mark A

Casual Puzzle Titles

We build short session puzzle games that open in seconds and ask nothing more than a few minutes of attention. Boards are tuned for one hand, colours stay calm, and the difficulty curve rises in small steps so a tired player can still finish a round.

♥ Mark D

Daily Quest Live Ops

A live calendar keeps every title fresh without overwhelming anyone. Daily quests are light, optional and clearly worded, and rewards arrive promptly so returning players feel recognised. Our live ops staff monitor completion rates and soften any quest that reads as a chore.

Mark I

Cloud Save Syncing

Progress follows the player across phones and tablets through a small, reliable save service. Conflicts resolve in favour of the most recent meaningful session, and a quiet fallback keeps a local copy on the device so a dropped connection never ends a run.

♥ Mark O

Seasonal Event Drops

Four or five times a year we publish a themed event with its own art set, a handful of gentle objectives and a small keepsake for anyone who joins. Events are scheduled well ahead, tested against older devices, and retired cleanly so the main game never feels cluttered.

Mark S

Playtest Cohorts

Small invited groups of players meet our builds before release. We watch, take notes and ask plain questions, then return to the bench with a short list of fixes. Cohorts are kept small on purpose so each voice is heard and the feedback lands in the next build.

♥ Mark P

Store Page Makeovers

The store page is the first level most players ever see, so we treat it as a designed space. Screenshots, short clips, icons and descriptive copy are rebuilt around the actual play loop, helping a new visitor understand the game in one calm glance.

The studio behind the play loop

ADIOS CBD, LLC is a compact computer systems design studio with a very specific focus: casual games that fit into ordinary days. The team works from the North Ogden office at 3989 N Dillon Way, North Ogden - 84414, United States (US), where design, engineering and live content sit within a few steps of one another. That short distance matters. A designer can walk a rough idea to the build bench, try it, and decide within an afternoon whether it deserves to reach players.

Our work is grounded in the discipline of computer integrated systems design. A game is not only its art and its rules; it is a build pipeline, a save service, an event scheduler and a store listing that must all agree. We plan those systems together so that a puzzle title shipped in one season can accept a seasonal drop in the next without a rebuild.

We keep the catalogue small on purpose. Fewer releases means each one receives real attention, and each daily quest, save state and event is reviewed by a person rather than dropped from a template. Players notice the difference, and so do the partners who publish alongside us.

What we look after

  • Session design for thumb-first, single-hand play
  • Daily quest calendars with gentle, optional objectives
  • Cross-device cloud saves with local fallback copies
  • Seasonal event drops with their own art and keepsakes
  • Invited playtest cohorts and structured note taking
  • Store page art, clips, icons and descriptive copy
  • Build tagging, rollback paths and release checklists

ADIOS CBD, LLC opens its next playtest window to new invited players from the North Ogden studio, and every accepted session is followed by a short written summary of what the team observed and what will change before release.

How a small game comes together

Most of our titles begin as a single loop written on a whiteboard: one action, one reward, one reason to return. We prototype that loop in a week, play it ourselves, and then bring it to a playtest cohort before any art is finalised. The sequence is deliberate, because a loop that is not fun in grey boxes will not be saved by colour.

Once the loop holds, the team builds the systems around it. Cloud saves are connected early so testers can move between devices without losing notes. The daily quest calendar is drafted for a full season, then trimmed. Seasonal event drops are scheduled against the calendar so that a release never collides with another. Only after those pieces settle do we design store assets, because the store page should describe a game that already exists rather than a promise.

We finish with a release checklist that the whole studio reads out loud together. Build tags are confirmed, rollback paths are tested, support addresses are checked, and the store copy is read by someone who was not involved in writing it. It is a quiet ritual, and it has caught more problems than any automated report.

Who we make games for

Our players are commuters, parents, students and anyone who reaches for a phone during a short pause. They do not want a second job. They want a board that loads quickly, a rule they can learn without a tutorial, and a clear sense of progress when they close the app. Every design decision is measured against that picture of a real person waiting for a bus.

This is why our daily quests are optional, our rewards are modest and our notifications are rare. We would rather a player return because the game feels good than because a badge is expiring. It is a slower way to build an audience, but it is the way we know how to do well, and it keeps the studio honest about what it ships.

Working with partners

We work with publishers, platform holders and small studios who need a reliable development partner for casual titles. Engagements usually begin with a scoping conversation, followed by a short prototype and a written plan. You can reach the team through the contact page, by email at hello@adios.rest, or by phone at +16477119031.

We are happy to discuss live ops support for an existing title, a store page refresh, or a full new build from a blank board. Clear briefs help, but a rough idea is enough to start a conversation.

Read before you play

We believe players should know how their information is handled before they install a game, so both documents are written in plain English and kept short enough to read in one sitting. The privacy policy explains what a play session collects and why. The terms of service sets out the rules for using our games and services. If anything is unclear, write to hello@adios.rest and a member of the team will reply.

Studio address for correspondence and visits by appointment: 3989 N Dillon Way, North Ogden - 84414, United States (US).