Readable first.
The player should understand the next decision before the game asks them to make it.
ThriftX Studios · Games and working systems
HOP. STOP. DON'T DIE!game · Active development
A portrait-first four-direction arcade hopper where one small move grows into six worlds, bosses, endless runs and player-made levels.
Development artworkTHRIFTX STUDIOS / PORTFOLIO
ThriftX Studios brings the work under one honest roof: original games, internal programs and the tools used to research, build and operate them.
First game · In development
A portrait-first arcade hopper where movement is the decision: choose a direction, survive the crossing and push through six worlds that keep changing the rules.



How we build
The player should understand the next decision before the game asks them to make it.
New hazards change how you think. Difficulty is not just more noise moving faster.
Characters, levels and routes become more interesting when players can leave their own mark.
Current evidence-backed catalogue
Every project keeps its real state: active development, internal build, operational system or prototype. A folder is evidence of work—not proof of a public release.
Developer contactThriftX Studios · Games and working systems
HOP. STOP. DON'T DIE!game · Active development
A portrait-first four-direction arcade hopper where one small move grows into six worlds, bosses, endless runs and player-made levels.
Development artworkTHRIFTX STUDIOS / PORTFOLIO
ThriftX Studios brings the work under one honest roof: original games, internal programs and the tools used to research, build and operate them.
First game · In development
A portrait-first arcade hopper where movement is the decision: choose a direction, survive the crossing and push through six worlds that keep changing the rules.



How we build
The player should understand the next decision before the game asks them to make it.
New hazards change how you think. Difficulty is not just more noise moving faster.
Characters, levels and routes become more interesting when players can leave their own mark.
Current evidence-backed catalogue
Every project keeps its real state: active development, internal build, operational system or prototype. A folder is evidence of work—not proof of a public release.