NONNA

Web studio · Android since 2021

Small games,
made with
unreasonable care.

NONNA is a six-person studio in Turin and Lisbon. We design, build and then actually maintain games and utilities for Google Play — four titles, two apps, and not a single one abandoned after launch.

Three Android phones running NONNA games, laid out on a walnut kitchen table beside a coffee cup, a thimble and a stitched pixel heart

4.60

average across 6 titles

6
titles live on Google Play
2.17M
lifetime installs
4.60
average store rating
39
months of unbroken updates
Unity 6Godot 4KotlinJetpack ComposePlay BillingStaged rolloutsOffline-firstASOLive-opsDevice-farm QA

The shelf

Four games, all still getting updates.

Each one lives in the Play Store today. Open a title to read how it was built, what it runs on, and who made it.

Key art for Pasta PanicCooking arcade
01

Pasta Panic

Six burners. Forty seconds. One very impatient dining room.

A frantic one-thumb kitchen arcade about the exact moment everything boils over at once.

Installs
620K
Rating
4.6
Released
March 2024
Read the case notes
Key art for Moth & LanternHand-drawn puzzle
02

Moth & Lantern

A quiet puzzle about following the only light left in the greenhouse.

Every frame painted by hand, every puzzle solved by moving a single source of light.

Installs
184K
Rating
4.8
Released
November 2024
Read the case notes
Key art for Compost ClubCozy idle
03

Compost Club

A balcony allotment that keeps growing while your phone is in your pocket.

Our longest-running title: three years of updates, still growing month over month.

Installs
940K
Rating
4.7
Released
June 2023
Read the case notes
Key art for Zinc RallyLow-poly racer
04

Zinc Rally

Boxy cars, dusty hairpins, and a handbrake that rewards nerve.

A deliberately analogue arcade racer — flat-shaded hills, one drift button, ghost replays.

Installs
312K
Rating
4.4
Released
August 2025
Read the case notes

What we take on

Client work, run the same way as our own.

We take a small number of projects a year so the studio never turns into a queue. Work with us and you get the people whose names are on our own store listings.

01

Game development

From a napkin mechanic to a signed release build. Unity or Godot, portrait-first, tuned to run on the cheap handsets most of your players actually own.

  • Prototype sprints
  • Unity 6 / Godot 4
  • Device-farm QA
02

Android apps

Native Kotlin utilities that work offline, respect the battery, and ask for the smallest permission set that gets the job done.

  • Kotlin / Compose
  • Local-first data
  • Play Billing
03

Store releases & ASO

Listing copy, screenshot sets, staged rollouts, policy review, and the unglamorous paperwork that keeps a title from being pulled at 2am.

  • Staged rollout
  • Policy review
  • Listing experiments
04

Live-ops & keeping it alive

Content calendars, crash triage, telemetry you can actually read, and SDK upgrades before Google makes them mandatory.

  • Crash triage
  • Season calendars
  • Target-SDK upkeep

The recipe

Four steps, in this order, every time.

It is not a methodology with a trademark. It is the order that stops us building the wrong thing beautifully.

  1. Step One1 week

    Taste first

    We build the core loop before anything else — no art, no menus, no store page. If it is not fun as a grey box, more polish will not save it.

  2. Step Two2–3 weeks

    Set the table

    Art direction, one vertical slice, and a real device test on a four-year-old phone. You get an APK you can hand to someone at a bus stop.

  3. Step Three8–16 weeks

    Cook it through

    Production in two-week increments with a playable build at the end of each. Nothing is demoed from a laptop that cannot be installed.

  4. Step FourOngoing

    Keep feeding it

    Staged rollout, then the part most studios skip: reading reviews, fixing what the numbers show, and shipping content on a calendar.

The studio

Named after someone who never shipped an app.

NONNA started in 2021 in a converted flat above a bakery in Turin, with two people, one contract, and a rule taken from Ilaria’s grandmother: you do not serve something you would not eat yourself.

In practice that means we ship fewer things and keep them alive longer. Our oldest title has had 39 consecutive months of updates. We answer store reviews in the languages we speak. Nothing gets abandoned once the launch spike is over.

We are six people now, across Turin and Lisbon, and we intend to stay roughly this size.

“They shipped our Android build three weeks after the pitch and then stayed on for a year of updates. That second part is the rare bit.”

Dagny Sollund · Head of product, Fennel & Frame

Who you work with

  • Ilaria Bencivenni

    Studio lead, gameplay code

  • Teo Marchetti

    Art direction, illustration

  • Kwame Aldridge

    Engine, backend, telemetry

  • Sabine Rouault

    Interface & environment art

  • Wren Okonkwo

    Audio & music

  • Mira Halvorsen

    Production, store & policy

No account managers, no offshore hand-off. The person who answers your email is the person writing the code.

Get in touch

Tell us what you want in the store.

Send the idea, however rough. We reply to everything within two working days, and we will tell you plainly if we are the wrong studio for it.

Currently

Booking client projects starting in the next quarter. Two slots open.

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