Good apps, made in broad daylight.

Daylight Labs builds small, polished games and everyday apps for iPhone and Android. We tell you plainly what each one does, what it costs and what it does with your data.

Ricochet Rush gameplay with a CHAIN ×7 explosion
Kitchfit Today screen design showing a workout card and the day’s macros
Coil Chaos gameplay with an ENCLOSE ×3 burst
The Hungry Bug caterpillar

The lineup

Four apps, shown as they stand today

Two neon arcade games, a calm garden game for kids and a fitness app that also cooks. None has reached the stores yet. Each page says exactly how far along it is.

Ricochet Rush

Neon arcade

In development

A one-thumb brick breaker where the angle is the skill. Slide the paddle, launch the orb and set off chains that clear the board.

iPhone · iPad · AndroidSee Ricochet Rush

Coil Chaos

Electric serpent survival

Playtesting

Steer a growing electric serpent through a packed arena. Shock what touches you, coil around crowds to fry them, level up and go again.

iPhone · AndroidSee Coil Chaos

Hungry Bug

Calm garden game for kids

In development

A calm caterpillar game for ages 6 to 8. No ads, no game over and nothing to lose. Just a friendly bug, a checkered garden and a lot of apples.

iPhone · iPad · AndroidSee Hungry Bug

Kitchfit

Train · Eat · Cook

In development

Your coach for the gym and the kitchen: a training plan that adapts to you, calorie and protein targets that learn from your logging, and meals that fit the day.

iPhone · AndroidSee Kitchfit

What we stand for

Nothing hidden in the dark

The name is the promise. These three rules shape every app before a line of it is written.

Plain about what it does

Every app page here says what the app does, who it is for, where it runs and whether it is out yet. No vague launch hype.

Private by default

Our three games have no ads, no accounts and no trackers, and they collect nothing. Where an app does need your data, it asks first and says why.

Fair to play, fair to pay

No pay-to-win and no mystery prizes. Where something costs money it is a clear, optional purchase, and in a kids’ game it sits behind a grown-ups gate.

How we build

Slow is smooth. Smooth ships.

A one-person studio cannot afford to guess. So every app follows the same four habits, from the first prototype to the store listing.

More about the studio
  1. Prove the fun first

    Every game starts as the smallest playable version and faces a “is it fun?” check on a real phone. Ricochet Rush’s first control scheme failed that check, so it was replaced with the paddle the game has now.

  2. Test it like it matters

    Coil Chaos runs more than 1,800 automated tests on every change. Hungry Bug was played 8,000 times by test bots, and an independent rule checker found zero violations.

  3. Write down what it collects

    Each app keeps a written inventory of the data it touches, checked against the code itself. The store privacy labels and this site’s privacy policy are filled in from that list, not from memory.

  4. Ship only when it is ready

    Before any store submission, the exact build goes through a readiness checklist: tablet layouts, no unfinished screens, working support links and a listing that matches what the app really does.