NEWCaveman Runner 2.0 for iPhone Duo is out now →
FUNTOWNARCADE / INDEPENDENT GAMES / WASHINGTON STATE / EST. 2026
Funtownarcade Games LLC

The arcade is the studio.

We’re an independent studio building puzzle games, arcade adventures, and new fictional worlds. Dedicated development machines and workflows help us explore, test, and improve across multiple projects, with founder Ryan Dormanesh directing the work.

01 / The games

Five games. A growing studio.

New releases, returning favorites, and an original fantasy universe. Each project has its own purpose—and something to teach us.

Original Caveman Runner artwork, credited to Ryan Dormanesh and Tom Carroll
Update out now · iPhone

Caveman Runner

The original iPhone adventure is back—rebuilt for today’s Apple hardware.

The Caveman Runner update is out now. We’ve brought the original character into a modern Apple experience, connecting our iPhone development history with current hardware.

  • Updated for today’s iPhones
  • High refresh rate play on compatible 120 Hz displays
  • iPhone Duo support
  • Optional Game Center leaderboards
  • No ads and no in-app purchases

Originally released in 2011 and co-developed by Ryan and Tom Carroll before Funtownarcade Games LLC existed. Original shared development credits remain part of the game’s history.

NumMerge app icon: a golden N with cyan and purple balls
Flagship · Planned November 2026

NumMerge

Find the chain. Make room for the next move.

Connect three or more numbered balls in sequence to merge them. Break nearby dirt, build longer chains, and use power-ups to open up the board.

Our flagship puzzle game is planned for release on the App Store and Google Play in November 2026. It brings together lessons from across the studio: platform knowledge, development tools, and better ways to build and test.

App StoreGoogle PlayPlanned November 2026
Apple exclusive · In development

Every Card Counts Solitaire

Every hand moves you forward.

Every Card Counts app icon: an ornate blue and gold card box

An Apple exclusive solitaire game built with native Apple technology, outside Unity. Designed around Apple devices and their capabilities, it makes the platform itself part of the experience.

Even a lost hand earns XP.Everything you do contributes to your experience. Winning feels good; playing still counts.

It is also a dedicated space for developing the studio’s native Apple expertise, tools, and release pipeline.

On Google Play · Update in development

Treasure Drop

A new chapter for our Google Play arcade game.

Treasure Drop game logo Treasure Drop gameplay with falling balls, pegs, and treasure chests

Our published Android ball-drop game, inspired by pachinko, is evolving into the studio’s Google ecosystem exclusive.

The next update focuses on Google devices and services, building a deeper platform experience and establishing our Google development pipeline. Tools, testing practices, and lessons from this work can support NumMerge and future multiplatform games wherever they fit.

Fantasy CCG · In development

Hexa

A new world, built card by card.

Hexa is a fantasy collectible card game in development—and the beginning of an original fictional universe.

The game and its world are being created together, giving the studio room to explore new characters, stories, and a different kind of play.

Connected by experience

Go deep on a platform. Carry the learning forward.

Every Card Counts Solitaire gives us a dedicated space to develop native Apple expertise. Treasure Drop does the same for Google’s devices and services. Caveman Runner connects our iPhone roots with modern hardware.

The resulting tools, testing practices, release procedures, and platform knowledge can improve NumMerge and other multiplatform games wherever they fit. Each game has its own identity, while the studio becomes more capable through the work.

APPLEEvery Card Counts & Caveman Runner
GOOGLETreasure Drop
SHARED LEARNINGNumMerge & future games
02 / Our way of making

The arcade
is the studio.

Dedicated machines. A studio that keeps learning.

An arcade brings different experiences together under one roof. Our studio follows a similar idea: dedicated machines and workflows for different kinds of development, connected by shared creative direction.

As we build, we improve the tools, document what works, and carry useful discoveries into the next project. The machines support multiple games, with each project helping refine how the next one is made.

Ryan sets the direction, reviews the results, plays the games, and makes the release decisions.

[F01]

Game design

Rules, progression, balance, and the feel of play.

[F02]

Worlds, art & sound

Visual identity, fiction, and atmosphere.

[F03]

Platform development

Native Apple, Google services, and multiplatform engineering.

[F04]

Testing & release

Device checks, performance, builds, and store preparation.

[F05]

Player learning

Feedback, support, and improvements after release.

Inspired by the idea of distinct development crafts working together, we’re adapting that spirit to today’s platforms, tools, and ways of making games.

03 / Where the games come from

The ideas don’t come from the machines.

They come from the places ideas have always come from.

A dream I half-remember in the morning. A thought that shows up in the shower, on a walk, or at 2 a.m. for no reason at all. Writers have described this for centuries: reaching into the dark and coming back with something you didn’t know was there. I’ve never been able to explain it, and I don’t think a machine can do it for me.

That’s the part of the work I protect. The spark, the taste, the “no, that’s not it,” and the moment you play something and feel it’s right. That’s human.

The machines are the workshop. They help me build, test, and polish faster than one person could alone, so more of those ideas can make it out of my head and into your hands. I decide what we make, how it feels, and whether it’s good enough to ship.

Games have always been a way to connect: neighbors around a Pong machine, friends playing something I wrote in QBASIC, a table of people telling a story together on a Saturday night. That’s what we’re building toward. Technology in service of human stories, and of people connecting with each other.

  • Ideas come from people.
  • Machines help build and test.
  • Ryan plays it and decides what ships.
04 / Meet the founder

Hi, I’m Ryan Dormanesh.

I’m a game designer and Unity developer in the Pacific Northwest, and I founded Funtownarcade Games LLC in Washington State in 2026. Looking back, every stop on my path taught me a different way to pay attention to the people on the other side of the screen.

01 The arcade at home

I grew up when neighbors still had original Pong machines in use. I played Atari 2600, while our family had a ColecoVision, followed by the NES, SNES, and TurboGrafx-16. On our early DOS computer, I wrote programs in QBASIC for my friends to play. Dialing into BBSes and playing Dungeons & Dragons on Saturday nights were part of that world, too.

Games are something you make for other people.

02 Onstage

One summer, I worked as a ticket taker at Disneyland. I’d never cared much about Disney before then, but what I saw behind the scenes changed that. When guests could see us, we were “onstage,” and everything about how we looked and acted was part of the show. Behind hidden doors was “backstage,” where cast members could step out of the show and just walk around.

Every detail had been thought through. Trash cans in one land were styled differently than in another, so even the smallest objects told you where you were. Tall landmarks pulled you forward and helped you find your way without a map. The lands spread out like spokes around a central hub, so you could always get back to the middle and set off somewhere new.

People feel the details they never see.

03 Behind the counter

My path into the game industry started with selling games at GameStop, helping people find their next game. Every day I talked with players about what they loved, what they were tired of, and what they wished existed. Over time I noticed a disconnect between what was being made and what people actually wanted to play.

Listen to players, not just to the industry.

04 Finding what breaks

From there, I moved into QA and learned to look closely at how games work, where they break, and what players experience. Play it, question it, test the edge cases, and keep improving.

“You can never take the QA out of me.”

05 The long game and the live game

My career took me from Red Dead Redemption at Rockstar San Diego into mobile game development at Zynga, Jam City, and MobilityWare, including designing match-3 levels and events. In console development, you can spend years working toward one big creative vision. In mobile games, you see how players respond almost immediately, tune the dials, and learn from the next round of play.

Hold a vision, and still respond to players.

06 The human at the controls

Today, machines can write code, draw, and test faster than any team I’ve been part of. What they can’t do is watch a family come through the gate, hear what a player at the counter wishes existed, sense that a detail is off, or know when a level finally feels right. That judgment is the job now, and every stop above trained it.

Disneyland taught me the details. GameStop taught me to listen. QA taught me to doubt until it’s right. Console and mobile taught me when to hold a vision and when to tune it. That’s why I’m the one directing the machines at Funtownarcade, and why every game still goes through a person who plays it before it ships.

Funtownarcade Games LLC is an independent studio and is not affiliated with, sponsored by, or endorsed by these past employers. Company and game names belong to their respective owners.

05 / Contact & support

Contact the studio.

For game questions, support, or business inquiries, email Ryan Dormanesh directly:

For game support, please include the game name, your device, and a short description of the issue.

Company
Funtownarcade Games LLC
Founder
Ryan Dormanesh
Location
Washington State, United States
Established
2026
Game support & privacy