Pixel Pulse
A pixel-art rhythm tapper — tap the squares in time with the heartbeat. Live on iOS and Android with 4M+ downloads worldwide.
CadenceCache is an indie casual-game studio. We design from the BPM up — so a run takes 30 seconds, a smile takes one tap, and a month later it's still on your home screen.
Shipped on & partnered with
01 · About
Cadence is the beat. Cache is what stays. Caching a melody in a player's head takes exactly the right tempo, predictable feedback, and a small surprise worth repeating.
The studio was founded in 2021, after three future co-founders shipped casual games at a big publisher until KPI pipelines squeezed the fun out. They quit on the same Friday and agreed on one rule: one core loop per game, polished until it sings.
So we make fewer games — roughly one a year. Each one is meant to be opened on a commute, in a queue, or right before bed, and to leave a small grin behind.
Every mechanic starts with a BPM. Feedback, animation and SFX all land on the same pulse.
A run lasts 30 seconds to 3 minutes — and the next one is always tempting.
No feature bloat, no predatory monetisation. We let the game be a game.
02 · Games
A pixel-art rhythm tapper — tap the squares in time with the heartbeat. Live on iOS and Android with 4M+ downloads worldwide.
A tide-driven puzzler. Five calm levels a day, ten minutes of aural spa. Topped the App Store casual-puzzle chart in 14 regions.
A rhythm-platformer for PC. Eight chapters, one journey, and a soundtrack you'll want to replay long after the credits roll. "Very Positive" on Steam.
In active development. A co-op casual game about bouncing, timing, and shared rhythm. Looking for musicians and level designers to jam with.
03 · Process
From a single bar of music to a shipped title, every CadenceCache game goes through the same five-step loop.
Start with a kick, a riff, or a single motion. The rest follows the tempo.
A playable sketch in 48 hours. Velocity beats polish in the early days.
20+ fresh players every week. We watch the smiles, the grimaces, the rage-quits.
SFX, animation, haptics — every frame is timed to the BPM.
Launch isn't the end. New track or new level drops every month.
04 · Team
Twelve people from games, animation, and music. We believe the best beats live at the intersection of disciplines.
Co-founder · Creative Director
Former art director. Believes a button that's beautiful is a button that wants to be pressed.
Co-founder · Lead Engineer
Writes code like arrangements: modular, on-tempo, ready to loop.
Co-founder · Audio Director
Ex-interactive-music composer. Carries a melodica everywhere — BPM is her second language.
Design · Levels · Art · Ops
Remote-first across five time zones, with a standup every morning.
05 · Contact
Publishing deals, brand integrations, IP crossovers, press, hiring — anything that touches "rhythm × games" is welcome in our inbox.