Dev Blog: The Technology Behind Broxy Games
How a small independent studio ships polished mobile games: our engine choices, our shared tooling, and why we automate everything twice.
By Broxy Games Engineering
Two engines, one promise
People ask why we use more than one engine. The honest answer: the game picks the engine, not the other way around.
- Nutty Rush runs on Godot with a C#/.NET codebase — a lightweight, open engine that gives us precise control over 2D platforming feel on mobile.
- Wordoxy, Izxy and our casual collection run on Flutter — one codebase that ships to both Android and iOS with a fast iteration loop.
The glue: a shared studio layer
Between the games sits a shared layer of code we write once and reuse: brand and theming, monetization, save/load and cloud sync, localization, and a first-party telemetry pipeline. Each game only writes its own mechanic on top.
Privacy first
Our telemetry is opt-in and minimal, sent to our own endpoint. No third-party trackers, no behavioral advertising. Players own their data, and we keep the surface area small on purpose.
Why we automate everything twice
Our rule: if a process breaks a release once, it gets automated. If it breaks twice, the automation gets tests. Boring pipelines are what let a small team ship polished games without weekend crunch.
What's next
We are hiring engineers who love this kind of problem. If shared, well-tested code that ships to real devices sounds like your idea of fun, check the careers page.
