What if your next favourite game didn’t come from a giant studio, but from a tiny team or a solo creator sketching wild ideas in a notebook? This is the charm of Türkiye’s indie scene.
The games feel bold and personal, and are full of unexpected twists. One has you whacking ghosts like they’re billiard balls; another turns street football into chaotic battle royales; a third manages to weave romance into puzzle adventures. Here are some of our favourite indie games and the inspirational developers behind them.
Quakeline by Fatih Beceren
Why we love it: Quakeline is a survival adventure wrapped in a deeply human journey where you cross a disaster-struck Istanbul and choose whether to help strangers, rescue pets or push forward alone. Each decision changes the rhythm of survival. Exploration, resource management and light puzzles strike a delicate balance between danger and dignity.
Who’s behind it: Fatih Beceren is a one-person studio handling design, code, art and post-production. He says stripping things down to essentials keeps his games personal and powerful.
What the developer says: “Türkiye gave me both inspiration and discipline. The rhythm of its streets, the warmth of its people – it all seeps into my games. Even with heavy themes, I aim to show that small acts of kindness can dissolve despair into hope.”
GOKA Street by Blay Games
Why we love it: GOKA Street is football at its wildest, played on cracked asphalt between graffiti-covered walls. In its battle royale-style mode, every time a goal is scored all players except the scorer explode and respawn, making every kick dramatic. You dribble through chaos, pull off bicycle kicks with oddball characters and fight to be the last striker standing.
Who’s behind it: Blay Games grew up playing real-life football with the whoever-scores-goes-in-goal rules, and built the game to capture that raw street-ball energy. The studio’s small team see themselves as the perfect size to work in harmony and create effectively.
What the developers say: “One day our director showed up with two cardboard “potato cups” [makeshift trophies created from pieces of cardboard, each printed with an image of a grinning potato] for top scorer and best keeper. That was our first real design experiment. We wanted to bottle that exact chaos and joy into a game.”
Case No. 1937 by Emre Arslan
Why we love it: Case No. 1937 drops you into 1930s Istanbul, where every decision branches into multiple endings. You interview suspects, uncover hidden clues and piece together mysteries inspired by classic detective tales. It’s not only about finding the truth, but also about deciding which truth to pursue. Each twist feels like stepping deeper into a noir novel.
Who’s behind it: Emre Arslan is one half of a family duo who are based in Istanbul and inspired by the stories of Sherlock Holmes and Agatha Christie. Their dream is to bring mystery into local culture.
What the developer says: “Our biggest dream was to create mysteries rooted in our history. Even if we’re small, a good idea with the right presentation can resonate anywhere in the world.”
Summer Love by Hammurabi Games
Why we love it: Summer Love blends puzzle gameplay with the vibe of a romantic holiday series. You merge and manage items across sunny beaches, snowy ski resorts and Japanese–inspired settings, unlocking upgrades while watching love stories unfold.

Who’s behind it: The small team at Hammurabi Games has worked together since 2017. Inspired by Turkish dramas and romances, they enjoy fine-tuning both gameplay and storyline.
What the developer says: “One of the hidden tricks is that gifted chests – whether coins, energy or diamonds – can also be merged. Many players miss this, but it speeds up progression a lot. For us, that’s the magic: the small design touches that keep players coming back.”
Haunted House by Ahmet Kamil Keleş
Why we love it: At first glance, Haunted House looks like a simple jam experiment, but the hook is deliciously weird. You roll around knocking ghosts into corners, billiard-style, within strict time limits. Each ghost behaves differently: some drift lazily while others dart unpredictably, turning every encounter into a mix of strategy and chaos.

Who’s behind it: Programmer and designer Keles worked with his friend Sercan Uysal, a 2D artist, to bring Haunted House to life. Keles now runs his solo studio Aslan Game Studio.
What the developer says: “I enjoy being the game designer the most – it’s no secret. Games are an art form, and I pour little parts of my soul into each one.”