287 Collins St, Melbourne VIC 3000, Australia +61 3 9650 3344 [email protected]

+61 3 9650 3344

[email protected]

287 Collins St, Melbourne VIC 3000, Australia

Melbourne, Australia · Est. 2013

The studio behind the shapes

Piece Out World is run by Kumobius Games, the small Melbourne team behind Duet, Bean Dreams and Basket Fall. We build games that fit in your pocket and stay in your head.

Kumobius studio workspace in Melbourne
Dev Diaries

How a puzzle gets born here

Every Piece Out board passes through the same hands: a designer's sketch, a solver's shortcut hunt, weeks of playtesting. Our dev diary on level design covers the full pipeline in detail.

The studio still works the way it did at launch: small team, paper prototypes, and a stubborn belief that a puzzle game should respect the player's intelligence.

From the notebook

A good puzzle is a machine for producing one specific 'aha'. Our job is to make that machine as small as possible.

Paper level sketches
Digital level editor
Playtesting session notes
Manifesto

What we believe about play

01

Respect the player's time

No energy systems, no artificial waits, no daily chores disguised as generosity. Piece Out asks for five minutes or five hours and lets you choose.

02

Rules you can see

A game's rules should live on its pieces, not in a manual. If you can see the board, you already know how to play it.

03

Calm is a feature

Timers, streak pressure and loud feedback sell urgency. We sell the opposite: a quiet room where your brain can stretch.

The Team

Small crew, stubborn standards

Kumobius is deliberately tiny. The people below touch every board that ships.

Studio co-founder

I. Kumobius

Co-founder, Design

Draws the first sketch of almost every board and kills most of them.

Studio co-founder engineering

T. Kumobius

Co-founder, Engineering

Keeps the engine under 50 MB and the snap physics feeling like wood.

Level designer

R. Okafor

Lead Level Designer

Author of the expert packs and the reason par counts are honest.

Community manager

M. Callaghan

Director, Piece Out World

Runs this portal, the support desk and the contact inbox.

Declassified

The paper trail

Prototype boards and notes from before Piece Out had a name.

Archived prototype board sketches
Archive

From paper squares to app stores

Piece Out began as paper cutouts on a Brunswick kitchen table in 2015. The first prototype used sticky notes for pieces and a hand-drawn grid, and the core idea survived every iteration that followed: pieces that explain themselves.

  • 2015: paper prototype, working title 'Shifter'
  • 2016: first digital build, 40 boards, two mechanics
  • 2017: launch on iOS and Android with 700 boards
  • Today: daily puzzles, seasonal ladders and a level index you can browse on this site
Blueprint

Anatomy of a Piece Out board

Every board is assembled from the same six ingredients. Learn to read them and every level starts speaking to you.

Annotated board blueprint
  1. The goal shadow

    The silhouette your key piece must occupy, often in a specific orientation.

  2. Marked pieces

    Every piece's face carries its legal moves: slide axes, rotation, flip or link.

  3. The walls

    Board edges and interior blocks shape the corridors your pieces can travel.

  4. The par count

    The designer's own move count for the intended solution.

Milestones

Ten years of Kumobius

From a two-person side project to a catalogue played in every country the app stores reach.

2013 · Kumobius forms

Two brothers in Melbourne start prototyping on weekends.

2014 · Duet launches

The hypnotic arcade game that put the studio on the map.

2017 · Piece Out ships

700 boards, no timers, and reviews that still make us blush.

2021 · Daily puzzle era

One board a day turns players into regulars and families into rivals.

2025 · Piece Out World

This portal opens: the level index, services and studio contact in one place.

Recognition

Awards and mentions

Editor's Choice
Google Play

Best Puzzle Games list
Multiple outlets

Millions of downloads
Worldwide

60+ classrooms
Licensed in AU schools

Access

Built for every kind of player

A game about seeing shapes should work for everyone who wants to see them. Accessibility is a design constraint we keep, not a checkbox we clear.

  • Colourblind-safe palette with shape redundancy
  • One-hand and left-handed play supported
  • No timers or reaction windows anywhere in the campaign
  • Full hint coverage so difficulty never becomes exclusion

Schools use the same thinking through the Classroom Licence.

Vision

Distinct silhouettes, not just distinct colours.

Motor

Generous touch targets, no precision flicks required.

Cognitive

Unlimited undos and stepwise hints keep frustration optional.

Audio

Every audio cue has a visual twin; the game plays perfectly muted.

Questions

About the studio

What people usually want to know about Kumobius and Piece Out World.

Yes. This is the official Australian portal operated by Kumobius Games Pty. Ltd. in Melbourne, covering the game, its services and studio contact.

Duet, Bean Dreams, Basket Fall and High Risers, plus the Piece Out catalogue you can browse on our level index.

For commissions, licences and collaborations, write through the contact page. Custom board work is described on the commission page.

Say hello to Melbourne

Questions, commissions, classroom enquiries or just a board that beat you: the inbox is open.