● PLAYABLE DEMO

Crowd Surge

A one-thumb runner where every gate is a decision, and the decision is your message.

Endless runner One thumb Plays in browser
Play the demo
Crowd Surge key art
How it plays

Pick the right gate, or shoot it until it is

Crowd Surge is a one-thumb endless runner where a squad grows or shrinks at every gate; we build a brand's own version of it with the gates carrying the brand's offer and the end screen carrying its reward.

You hold one finger down and steer a squad along a corridor. Gates come in pairs and each one changes the squad — one multiplies it, one cuts it down — so the whole game is a stream of two-way choices made at speed.

The twist is that a bad gate is not final. Your squad fires continuously, so shooting a weak gate long enough turns it into a good one. That gives a player something to do between decisions and rewards the ones who commit early.

A run lasts under a minute and ends in a number, which is what makes it work as a campaign piece: it is short enough to finish on a first tap and repeatable enough that people go again.

The look

Low-poly squad, neon corridor

Simple stylised characters against a high-contrast corridor, built so the gates read instantly at arm's length on a phone. Nothing in the scene is photoreal, which is deliberate — flat, bold shapes survive being restyled far better than rendered detail does.

Characters, corridor, gate frames, sky and particle colour are all separate layers, so the whole scene can take on a brand palette without touching how the game plays.

In play

Gates, squad, corridor

Two gates, one good and one bad — the whole game in a single choice
Two gates, one good and one bad — the whole game in a single choice
Firing at a weak gate turns it into a good one before you reach it
Firing at a weak gate turns it into a good one before you reach it
The squad grows as the multipliers stack up
The squad grows as the multipliers stack up
A run ends in a number worth going again for
A run ends in a number worth going again for
Rebuilt for you

What changes when it's yours

The gates carry your offer — product versus product, plan versus plan, or a straight yes/no on a campaign question — and the end screen carries your reward and your call to action. The squad becomes your characters, mascot or product, and the corridor becomes your world.

More formats

Other mechanics we can build on

  • PLAYABLE DEMO Crown Rush

    Base defence · Drag to move · Web

    Crown Rush

    Move the king, let him fight, pour the coins into the next building before the wave lands. A long, unhurried session, for when you want people to stay a while.

  • PLAYABLE DEMO Neon Wire

    Arcade dodger · Draw to move · Web

    Neon Wire

    Hold to draw a wire and the wheel sticks to whatever you paint, while the ink drains as you draw. Quick to learn, hard to put down — built for a single-session push.

  • PLAYABLE DEMO Deep Line

    Fishing · Hold and release · Web

    Deep Line

    Sink the hook, catch what you can, then reel it up before the line snaps. A collection loop with dozens of catchable items — drawn as your products or rewards.

See all mechanics →
FAQ

Crowd Surge — your questions, answered

What do we get if you build Crowd Surge for our brand?
Your own game on this mechanic — not the demo with a logo dropped on it. The world, the art, the copy, the rules and the reward are made for your brand, and the demo you can play here is the proof that the mechanic itself already works.
Is this a white-label licence?
It's a licence on a mechanic we've already designed and shipped, rebuilt as a white-label game for your brand. You don't get the demo with your logo dropped on it. The world, art, copy, rules and reward are made for your campaign, and the finished game goes out under your name.
How long does a build on Crowd Surge take?
Branded Games of this kind typically take 8–14 weeks, and starting from a mechanic we have already designed and shipped keeps a build toward the faster end of that range. We agree the timeline before we start and every milestone ends in a playable demo.
Where can it run?
In the browser, on phone and desktop, with nothing to install — embedded on your own site or landing page, or linked from ads, social and email. Tell us where the campaign runs and we build to those specs.
What goes on the gates?
Whatever choice you want people to make at speed: product versus product, plan versus plan, or a straight yes/no on a campaign question. The squad becomes your characters, mascot or product, and the end screen carries your reward and your call to action.
Can we play it before we decide?
Yes — the demo on this page is the real, finished mechanic, playable right now on desktop or phone. Play it, then tell us the campaign and we come back with what your version looks like.

Want this in your brand?

Tell us the campaign and we'll come back with what a rebuild looks like.

Start a project