Independent studio · Italy

Small studio.Loud games.

Gaadam Games builds hybrid-casual mobile games around the things people are already shouting about. Our first release, BrainrotWar, turns the internet's favourite brainrots into a crowd-running, boss-fighting army.

Free to play iOS + Android 8 languages
Actual BrainrotWar gameplay in the new neon city, with glowing towers and a cactus squad on a magenta and cyan road.

The studio

One engine, zero filler

We are a small independent team from Italy. We design, build, tune and ship the game ourselves — from the voxel characters to the monetisation rules.

Built in-house

Every brainrot is modelled from a flat 2D reference into a rigged voxel character, then dropped into a Godot 4 project we own end to end. No template, no asset flip.

Hybrid-casual by design

A ten-second hook, then a meta layer that keeps you coming back: collection, chapters, quests, daily streaks and upgrades that actually change the run.

Player-first monetisation

Progress is earnable by playing. In-app purchases are optional, never a paywall, and the odds behind every random reward are published inside the game.

18
Characters
250
Levels
10
Chapters
8
Languages

Our first game · iOS + Android

BrainrotWarLittle squad.
Big chaos.

Your favourite internet brainrots. One unstoppable crowd. Build your squad and charge into the chaos.

  1. 01

    Build your crowd

    Hit the gates. Grow your squad. Keep moving.

  2. 02

    Find your favourite

    Collect voxel brainrots and power up your team.

  3. 03

    Take on the boss

    Turn a little chaos into a very big win.

Free to play · 8 languages · Made in Italy

Actual BrainrotWar gameplay captured in September 2026: a cactus squad charges through the new neon city.
Neon city · Actual gameplay

How we work

Ship small, measure everything, keep it honest

Godot, everywhere

One project for Android and iOS, with per-device performance budgets instead of wishful thinking.

Tested on real phones

Every screen is verified on device before it ships — not only in the editor.

Readable rules

Prices, odds and rewards are shown in plain language, in every language we ship.

Small patches, often

Tuning passes over rewrites. If a number feels wrong, it changes — not the whole game.

Say hello

Want early access, or just to talk shop?

Write to us about playtests, publishing, press coverage or a bug you found. A human answers.