Six practices, one play table SERVICES
ADIOS CBD, LLC publishes casual mobile games from 3989 N Dillon Way, North Ogden - 84414, United States (US). Six linked services cover the whole journey from a first grey-box loop to a polished store page and a live calendar that keeps players returning. Ask the studio about a project →
A saved state is a promise to the player that nothing is lost.
- Scope the loop in a two hour session
- Connect the save service to the first build
- Draft the first daily quest week
- Paint the store page after the loop is proven
The six services in detail
Each service is delivered by the same core team, so the decisions made in one area carry cleanly into the next. A puzzle title designed here already expects a daily quest calendar, a save service and a store page that can be rebuilt without touching the game code.
Casual Puzzle Titles
This is where most partnerships begin. We design and build short session puzzle games for phones and tablets, with boards that open quickly, rules that read at a glance and a difficulty curve that rises in small, forgiving steps. A typical session lasts three to six minutes, which suits a commute, a queue or a quiet minute before sleep.
Design work starts on paper and moves to grey boxes before any illustration is commissioned. We test one action, one reward and one reason to return, and we remove anything that does not serve that loop. Colour palettes stay calm and readable, touch targets are generous, and the whole game can be played with one thumb. Accessibility matters at every stage: no colour-only signals, no timed taps under one second, no unreadable small type.
Once the loop holds, we build the permanent systems around it, including level packs, hint systems, gentle progression and optional challenge boards for players who want more. The result is a title that respects a short attention span without ever feeling thin.
Daily Quest Live Ops
A live game needs a rhythm of small reasons to return. Our live operations service keeps that rhythm calm: a rotating set of daily quests, a modest weekly goal and a clear display of what has already been completed. Quests are written in plain language, remain optional and never punish a player for missing a day.
We plan the calendar a full season ahead, then check each entry against the actual play loop so a quest never asks for an action the game does not teach. In the first week of every season we watch completion rates and drop any quest that reads as work. Rewards are small and useful, never gated behind a purchase, and notifications are limited to one gentle reminder per day at most.
The live ops team also maintains the in game message board and the change notes, so players can see what was added and why. It is a plain, honest channel, and it has done more for retention than any promotional push.
Cloud Save Syncing
Progress should not depend on one device. Our cloud save service keeps a player record in a small, reliable store and syncs it quietly whenever a session ends. A local copy always remains on the device, so a dropped connection, a low battery or a lost phone never erases a run.
We connect saves early in development, before the content is heavy, so every tester can move between phones and tablets while taking notes. Conflicts resolve in favour of the most recent meaningful session, and a short log explains the choice to the player in plain words. We also provide a visible account screen where a player can review the last sync, force a manual save or restore a previous state.
The service is built to scale with the catalogue. Adding a second game does not require a second login, and the record format is versioned so a title can be updated without breaking older saves.
Seasonal Event Drops
A few times each year we publish a themed event with its own small art set, a handful of gentle objectives and a keepsake that joins the player collection. Events are timed to coincide with holidays or studio milestones, but they never replace the main loop; they sit alongside it for a limited window and then retire cleanly.
Preparation begins two months out. Art is produced in house, objectives are written to be completable in three or four short sessions, and every event is tested on older devices to confirm it does not raise the app size beyond a sensible limit. When the window closes, the keepsake remains and the event content is archived, so the game returns to its clean shape.
We treat these drops as an invitation rather than a deadline. A player who misses the window loses nothing essential, and a player who joins late is never made to feel out of place.
Playtest Cohorts
We do not guess whether a game is fun; we watch people play it. Playtest cohorts are small invited groups of twelve to twenty players who try a build, talk to the team and return notes. Sessions are held at the North Ogden studio or remotely, and each one is followed by a short written summary shared with every participant.
The cohort protocol is simple. A player is given a build, a quiet room and no instructions beyond opening the app. A facilitator takes notes on where a player pauses, what they say aloud and where they stop. Afterwards the team asks plain questions and listens. We avoid leading questions and never ask a player to rate a feature out of ten, because a number hides a reason.
Every finding is ranked by how often it appeared and how badly it blocked the loop. The ranked list becomes the next sprint. Cohorts remain small on purpose, because a small group produces a conversation rather than a survey.
Store Page Makeovers
The store page is the first level most players ever see. A weak listing loses a player before the game has a chance to speak, so we rebuild store pages around the actual loop: what the player does, what they collect and why a session is short and satisfying.
Our makeovers include new screenshots captured from real builds, a short clip that shows the loop without spoilers, an icon designed to read at small size, and descriptive copy written for people rather than search engines. We test the listing with a handful of players who have never seen the game and ask what they expect before they install.
Copy and art are versioned alongside the build, so a seasonal event or a feature update can refresh the page without an emergency redesign. The store becomes a living part of the product, not a one-off launch asset.
How an engagement runs
- Scoping conversationWe meet, listen to the brief and sketch the loop on paper. No charge and no pressure.
- Grey box prototypeA playable one action build arrives within a week so the loop can be judged honestly.
- Systems connectionCloud saves, quest calendar and build tags are wired before content grows heavy.
- Cohort testAn invited group plays the build, notes are written up and the ranked fixes enter the sprint.
- Release and live opsStore page, seasonal drops and a calm daily calendar carry the game forward.
Who we work with
We partner with publishers, platform holders and small studios who need a dependable casual development team. Some engagements begin with a complete game design, others with a single sentence. Both are welcome. What matters most is that we agree early on the player we are designing for and the shape of a good session.
We are equally comfortable joining a live title that needs a calmer quest calendar, a save service that stops losing progress, or a store page that no longer describes the game well. In those cases we spend the first week listening to existing players before proposing anything.
Upfront details
Every engagement is scoped in writing with milestones, a weekly review and a clear handover at the end. Email hello@adios.rest or call +16477119031 to begin.
Studio address: 3989 N Dillon Way, North Ogden - 84414, United States United States (US). Visits are by appointment.
Ready to sketch the first loop?
Bring a rough idea, a live title that needs care, or just a question about how we work. The studio replies to every enquiry within two business days.
Open the contact page →