CMZ Soft is a mobile game studio in Hanoi, Vietnam. We make puzzle and casual games for players around the world, and we make them in a particular way: on a shared Unity framework, with analytics in the loop from the first build, with AI copilots we built for design and art, and with an explicit go / kill discipline for every new idea.
This site is the first place we tell that story in one piece, so here is the short version.
What we have shipped
Between October 2025 and September 2026 the studio put sixteen titles on Google Play — fourteen puzzle games on the same framework, plus two more:
- Sort puzzles — Cube Tidy: Sort & Fill, Zen Garden: Flower Sort, Cupcake Sort.
- Conveyor puzzles — Marble Away!, Wool Loop, Fill The Car!.
- Arrow and logic puzzles — Arrows Lace Puzzle, Block Flow: Arrow Puzzle, Vacuum Conveyor.
- Jam and block puzzles — Hole Crowd: Bus Jam, Blast Jam: Block Away, Color Blast Saga, Jelly Jam.
- And one runner, Coffee Man Run, shipped on purpose to make sure the framework holds outside board puzzles.
- Also on the store — Food Sort: Dessert & Tea, a café sort puzzle, and Offline GameHub, a collection of offline mini-games and the studio's most downloaded app.
Behind them sit more than twenty-five mechanic prototypes that never shipped — which is the point of a prototype — and nine product builds in the pipeline. You can read how the pipeline came together in our production case study.
How we work
Four habits define the studio:
- Every game starts with a question. A hypothesis, a metric and a threshold, written before Unity opens — with the help of GD Studio, our in-house AI game-design copilot.
- Prototypes are instrumented, not just playable. Retention, funnels and creative results decide what continues.
- We ship to learn. Small, measured test launches on Google Play beat long, silent productions.
- We build our own tools. The puzzle framework, the level editor, the analytics stack, GD Studio and Art Factory are products with their own roadmaps.
We have written more about each of these in Insights — on difficulty curves, D7 retention, hybrid monetization, our prototype pipeline and the framework's architecture — and about the tooling in the AI-assisted production case study.
Who we want to hear from
- Publishers looking for a studio that can prototype quickly, iterate on data and operate live games. Start a conversation.
- Investors interested in a repeatable approach to a large, durable genre. Request the deck.
- Designers, engineers and artists who want their work on the store within weeks. See careers.
- Press — everything you need is in the press kit.
What comes next
More prototypes per quarter on the framework, concentration of live ops and UA on the titles that earn it, an iOS pipeline for the strongest titles, and a growing team in Hanoi. We will post studio updates here as they happen — real ones, with the numbers we can share.
Thanks for reading. If you play one of our games, we would love to hear what you think.





