One thumb, full control
Hold to aim and fire, release to stop. No auto-aim quietly playing for you — the aim assist forgives a near-miss and nothing more. Every hit on screen is yours.
Independent game studio · Yerevan, Armenia
Think About It Games is a small independent studio building physics-driven arcade games for phones. Everything we ship is judged by one question: does it feel good in the hand?
Flagship title
Tower defense, inverted.
You are the Mage — a force that moves forward and takes what is in front of it. You circle a floating enemy stronghold, drag your thumb to aim, and bring the sky down on it: knights, archers, ballista crews, the walls they hide behind.
Clear the island down to the last one — leave a single defender standing and the fortress rebuilds. Take the gold and the spell shards, upgrade your book, and push the front deeper into the sky.
What makes it ours
Hold to aim and fire, release to stop. No auto-aim quietly playing for you — the aim assist forgives a near-miss and nothing more. Every hit on screen is yours.
Ragdolls, collapsing structures, exploding barrels and a very long drop off the edge of the island. Some of your best kills never touch a health bar.
Five cast spells, six ultimates, each with one strong idea and one honest weakness. There is no best spell — only the best answer to the island in front of you.
The living legion, then the dead, then whatever was hiding behind them. Every biome brings a new army, a new rule to play around, and a commander at the gate.
The spellbook
Cast spells are your working hand — hold and they fire in a stream. Ultimates charge from the damage you deal and the damage you take, then land once, hard.
Arcane
“A homing rhythm of war — arrow after arrow, no pauses, no misses.”
Earth
“Why aim carefully when you can throw a mountain.”
Ice
“Stop the world first. Break it after.”
Steel
“Not magic. Just a very, very large number of knives.”
Sky
“You don't shoot enemies. You pick the spot where the sky lands.”
Fire
“One shot. One crater. One very quiet clearing.”
Sky
“The sky lowers a finger and drags it across the island.”
Void
“It doesn't kill. It invites everyone to the execution.”
Storm
“Park bad weather over them and go do something else.”
Fire
“Swipe across the island and the island burns along the line.”
Sky · Physics
“No signature required. The recipient won't survive anyway.”
War for the sky
The floating islands are enemy strongholds. You fly in first and burn each one down before it grows teeth. Every biome is a new echelon: a new army, one new rule, and a commander holding the door to the next.
Biome 01
Knights · Archers · Ballistas · Cannons
Rule: the danger comes up at you from the ground. Firing positions are always being built. Learn to dodge and to kill the crews first.
Commander — The Dark Archmage
Biome 02
Skeleton archers · Zombies · Ghosts · Liches
Rule: while a lich still stands, the dead get back up. “Clear it to zero” becomes literal. Ghosts ignore your physics — answer from above.
Commander — The High Lich
Biome 03+
Demons · Storm elementals · Dragons
Rule: the pattern holds — new army, new rule, new commander. The front keeps going, and so do you.
Commander — In development
The studio
Think About It Games is an independent game studio based in Yerevan, Armenia. We build for mobile, we ship in small steps, and we spend an unreasonable amount of time on the half-second between a tap and an enemy leaving the island.
Our games run on Unreal Engine 5 with gameplay written by hand in C++ — attributes, effects, AI behaviour, destruction and hit reactions. Feel is not something you bolt on at the end, so we own that layer instead of renting it.
If a hit doesn't land in the hand, no amount of content saves it.
Two minutes in a queue should still ask something of the player.
Core systems are ours, so we can change them the day the game needs it.
Get in touch
Press kit, review builds, business enquiries and player support all go to the same inbox. We read everything and answer in a couple of working days.
ThinkAboutItGames@gmail.com