Press & media.
Thanks for considering covering Orvyn Living. Below are the things journalists and curators most often ask for. If anything's missing, email hello@orvynliving.com with subject line "Press:" and we'll get back fast.
Fact sheet
- Studio
- Orvyn Living
- Founded
- 2026
- Size
- One person
- Platform
- Browser (HTML5) — desktop & mobile
- Engine
- Hand-coded vanilla HTML5 Canvas, no third-party engine
- Price
- Free; ad-supported via Google AdSense H5 Games Ads
- Genre
- Cozy, slow, ambient, casual
- Website
- orvynliving.com
- Contact
- hello@orvynliving.com
One-liner
Orvyn Living is a one-person studio making 15 original browser arcade games — hand-coded, free to play, no installs.
Short description
Orvyn Living is a one-person browser game studio. Fifteen original arcade games covering endless runner, reflex tappers, memory, rhythm, stacking, typing, physics, puzzle, and classic arcade. All hand-coded from scratch in vanilla HTML5 Canvas — no game engines, no asset packs. Mobile-first, free to play, no installs.
Long description
Orvyn Living is a one-person studio of 15 original browser arcade games: an endless runner, reflex tappers, a Simon-Says memory game, a memory-pairs match game, a rhythm challenge, a stacking puzzle, three timed puzzles, a typing arcade, a Frogger-style crossing, a colour-matching auto-runner, a drag-physics target shooter, a candle-defence reflex game, a Snake variant, and a daily mini-puzzle. Every game has a clear scoring loop, lives or a timer, and a high score saved to the player's device. Hand-coded in vanilla HTML5 Canvas, no engines or asset packs. Monetised through Google's H5 Games Ads program, with interstitials only at game-over and entirely-optional rewarded videos. New game roughly every two-to-three weeks.
Games
- Drift — endless-runner river boat. Hold left/right to steer.
- Bloom — reflex tap. Bloom each bud before it wilts; 3 lives.
- Lanterns — reflex catch. Tap rising lanterns; combo + gold variants.
- Stargaze — timed connect-the-constellation puzzle.
- Wind Chimes — Simon-Says memory game with chime audio cues.
- Tide — stone-stacking arcade. Tap to drop a swinging stone.
- Pulse — rhythm timing. Tap when ring meets the centre.
- Kintsugi — timed drag puzzle. Mend bowls with gold.
- Snake Garden — classic snake. Eat flowers, grow.
- Hop — Frogger-style. Cross the road and the river.
- Type Storm — typing arcade. Type words before they hit the ground.
- Match Pair — timed memory card-flip. Boards grow each round.
- Color Run — one-tap auto-runner. Match each gate's colour.
- Aim — drag-and-release physics shooter. Five shots per level.
- Last Light — reflex defence. Block gusts before they blow out the candle.
- Daily Puzzle — same mini-puzzle for everyone, refreshes at midnight.
Pull quotes (for press use)
"We wanted a game that felt like the last paragraph of a novel — quiet, almost over, a little mournful." — on Drift
"There's no goal except the having of one." — on Bloom
"The point isn't progression. It's that quiet feeling when you put the phone down again." — Studio statement
Logo & assets
Branding is intentionally minimal — a small terracotta circle with an off-centre dusty-pink dot inside, set against warm cream. Use freely in coverage.
For higher-resolution screenshots, please email and we'll send a zip. Each game's page is also a fine source of capture — the games render at any size with crisp Canvas output. Mobile portrait screenshots tend to read best in publication.
Inspirations & influences
Calmly: Kentucky Route Zero, Mountain, Proteus, A Short Hike, Townscaper. Less calmly: too many years of mobile gaming with a streak counter.
Embargo / review policy
We don't run formal embargoes — everything is already public. If you're writing a feature and want a heads-up on what's coming next, just ask in your initial email. Review codes are not required (the games are free), but we're happy to walk through design intent for context.