

EVERY GAME,
A WORLD OF ITS OWN.
Paper fortresses. Restless high-rises.
Gardens that only need a drop.
PC & ANDROID↓
THE BIG
ADVENTURES.
Three main projects.
Each has its own character, rhythm and story.
we go next? →
A WHOLE WORLD.
IN YOUR POCKET.
Check in monsters. Check their paperwork.
Find a path for the water.
Three very different challenges.
PC / STEAMCOSMIC
NOAH.
Survive enemy waves, collect creatures and travel to unusual planets. Build your collection and discover new combinations.
In developmentInto outer spaceHOW GAMES
COME TO LIFE.
Worlds, mechanics and small decisions
that add up to a bigger game.
Monster HotelTwilight Manor: bigger guests, new puzzles
Looking back at how the second hotel gained an autumn evening, four rooms and guests too large for an ordinary bed.
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Monster HotelNight shift: a place for every monster
How beds, a queue by the lift and guests with strong personalities came together as a puzzle about an unusual hotel.
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Final HeroesFinal Heroes now speaks English
The development build now has an English interface and an in-game language switch. Russian remains available.
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Garden by the DropEvery drop counts
How the puzzle lets you water a garden in stages by changing the route between drops.
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Garden by the DropOne garden, two views
How the illustrated board grew into a 3D garden, and why both views now share the same game.
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Garden by the DropA journey through thirteen gardens
From sunny greenery and desert oases to moonlit mushrooms and glowing lanterns: how the gardens grew.
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Garden by the DropLife between the tiles
Gradual water flow, blooming flowers and tiny garden creatures bring the board to life.
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Garden by the DropTurn, inspect, try again
How we refined touch controls, mechanism explanations and a little help for tricky moments.
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Garden by the DropAfter watering: your own little garden
Why we added a greenhouse, a garden to decorate and a way to keep a favourite view after a win.
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Final HeroesThe Assassin: choosing when to strike
Stealth, daggers and attacks from an advantageous position. Meet one of the classes in Final Heroes.
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Final HeroesA clearer view before every action
Damage, hit chances and status effects help you weigh up an action before committing.
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Paper BastionEngineer and healer: support from the rear
Two heroes help the squad hold out longer: one builds mechanisms, the other prepares elixirs.
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Paper BastionBefore the first wave
Who holds the front line, who takes the towers and who needs a rear position? Defense starts with positioning.
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Paper BastionFrom plains to swamp: the campaign map
Paper roads connect individual battles into a campaign with a choice of routes.
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125th FloorWhere the tower begins
An apartment on the 125th floor, melee combat, the first zombies and a lift repaired one stretch at a time.
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125th FloorThe tower's residents
Zombies with their own looks and habits, a bag in a clay frame and a diary that keeps itself.
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125th FloorSpecial floors
A cinema showing clay films, a clinic, a supermarket, a library, a school and a hotel.
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Infernal BureaucratOne office, two languages
Refined the English rules, forms and labels. New screenshots show the current game separately in Russian and English.
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Infernal BureaucratThe shift is over. What is in the report?
Decisions add up to a shift report with mistakes, pay and bonuses. Daily tasks and office upgrades give you more to work towards.
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Infernal BureaucratHorns, tails and one more form
Unusual looks became part of the inspection: tails need declarations, wings need permits, and first impressions are not enough.
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Infernal BureaucratThe first counter in hell
How the office began: a visitor, an application and a desk where the smallest detail can matter.
Read the noteONE DEVELOPER.
MANY WORLDS.
I make my own PC and Android games under the name Tokito Games. I like exploring different mechanics and artistic approaches, from turn-based tactics to water puzzles.
Here you can follow the projects and look into the development process: what works, what changes, and how one idea becomes a whole world.





