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

Six 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.

Android exclusive · Update in development

Treasure Drop

A new chapter for our Android-exclusive arcade game.

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

Our ball-drop game, inspired by pachinko, is the studio’s Android exclusive, available now on Google Play.

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.

Roblox · Open playtest

Slippery Delivery

Bank your momentum. Release it. Deliver.

Race to deliver packages, earn tips, and spend them on cosmetics. The twist is the movement: bank your momentum, then release it all in one big boost.

It’s our first Roblox experience, and it’s still early. We’re playtesting with real players and improving it as we go, so jump in, bring a friend, and help shape what it becomes.

RacingMomentum boostTips & cosmetics
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
ANDROIDTreasure 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. 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

With older brothers, games were always around. Neighbors still had original Pong machines, I played Atari 2600, and our family went from a ColecoVision to the NES, SNES, and TurboGrafx-16. Games were social: playing Super Bomberman 2 with family and neighbors is a core memory. I also wrote QBASIC games for friends on our DOS computer, dialed into BBSes, and played Dungeons & Dragons on Saturday nights.

Games are something you make for other people.

02 Onstage

One summer, I was a ticket taker at Disneyland. I’d never cared much about Disney, but the dedication I saw behind the scenes won me over. In view of guests, we were “onstage”; behind hidden doors was “backstage.” Every detail was deliberate: trash cans styled to match each land, tall landmarks that guide you without a map, and lands spread like spokes around a central hub.

People feel the details they never see.

03 Behind the counter

My way into the game industry was selling games at GameStop. Every day, players told me what they loved, what they were tired of, and what they wished existed, and 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

At Rockstar San Diego, I started as a tester on Midnight Club 3: Dub Edition and went on to lead QA for Rockstar Presents Table Tennis. QA taught me to look closely at how games work, where they break, and what players experience.

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

05 Two ways to push the limits

From QA, I moved into design on Red Dead Redemption, as a technical designer building its state machines, from the player and weapons to multiplayer, minigames, story missions, and the ambient life of its world. There, I learned there’s no secret: you do the hard work, and sometimes you push past what you thought was possible. On FarmVille and Café World at Zynga, I learned to push the limits another way, changing live games rapidly based on what the data showed. Designing match-3 levels and live events at Jam City and MobilityWare sharpened that loop.

Do the hard work, and let players show you what’s next.

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 wishes existed, or know when a level finally feels right. That judgment is the job now.

Disneyland taught me the details. GameStop taught me to listen. QA taught me to doubt until it’s right. Rockstar and Zynga taught me two ways to push the limits. That’s why I’m the one directing the machines at Funtownarcade.

Funtownarcade Games LLC is an independent studio and is not affiliated with, sponsored by, or endorsed by any company mentioned on this page, including past employers. Company names, game names, and trademarks 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