Artivy is an independent, one-person game studio in Indonesia. It makes small puzzle games, and every one of them exists twice: as an app on Google Play, and as a browser version you can play right now without installing anything or making an account.
The games
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PawDoku
Place one cat per row, per column and per coloured region, with no two touching — diagonals included. Every board is proved to have exactly one solution before you see it. Getting a cat wrong costs a life on the spot.
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Kata·Word
Guess the hidden word in six attempts, at four, five or six letters, in English or Bahasa Indonesia. Two real word lists rather than one translated, each filtered by hand so every answer is a word you can be expected to know.
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StackO!
Drop a sliding slab onto the tower. Whatever overhangs is sliced off, so every imperfect drop leaves you narrower — and only a dead-centre landing wins width back. Pure timing, and a speed that stops climbing so it stays readable.
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2048
The sliding-tile classic: swipe, equal neighbours merge and double. No cap at 2048 — the run simply continues to 4096 and beyond — plus undo and a personal best.
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Rekta
Shikaku, the Japanese pencil puzzle: cut the grid into rectangles so each holds exactly one clue and covers exactly that many cells. Three grid sizes, endless levels, and never a need to guess.
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PourFect!
Sort coloured liquid between bottles until each one is empty or filled with a single colour. A solver checks every board before it is dealt, and the tall collector tube only ever takes liquid in.
How they are made
Several of them generate their own puzzles rather than shipping a fixed list of levels, which is why the levels never run out. That only works if the generator can be trusted, so generation is only half the job — PawDoku searches each board for a second solution and discards it if one exists, and PourFect! runs a solver over every board and deals another if the solver cannot finish it. The level you are handed has been proved solvable before it reaches you.
This matters more than it sounds. In a logic puzzle with two valid solutions, a player can reason perfectly, arrive somewhere entirely consistent, and be told they are wrong — with no way to know whose fault it was. A puzzle has to be trustworthy before it can be enjoyable.
The browser versions are not ports of the apps. The rules of each game were rewritten from scratch in JavaScript, because the Android builds are written in Dart, Java and GDScript and none of that runs in a browser. Each game therefore carries its own implementation — more work than a port, and worth it because a change to the website should never be able to break a game that is live on Google Play.
What these games do not have
- No in-app purchases. Not one, in any of them, on Google Play or here. No real-money currency, no loot box, no energy meter that refills while you wait.
- No accounts. Nothing to sign into, so there is no profile of you anywhere and nothing to recover.
- No server. The games run entirely on your device. Progress in the browser versions is stored by your own browser and never uploaded.
- Offline. The apps work with no connection at all; the browser versions work once the page has loaded.
The apps and the site both carry advertising — Google AdMob in the apps, Google AdSense here. Where an app offers something in exchange for watching an advert, it asks first and names the reward before any video plays. The browser versions have no rewarded adverts at all.
Privacy, in one paragraph
The browser games store your progress on your own device and nowhere else. There is no analytics and no crash reporting on the website. The Android apps do differ, and they differ from one another — some carry crash reporting only, some add analytics — which is why each app has its own policy naming what that specific app collects, rather than one shared boilerplate. The full detail is on the website privacy policy and each game's own page.
More
About the studio — how the games are built, what is deliberately left out, and the whole list of policies. Contact — bug reports, questions, and data requests, answered by the person who wrote the game.