Small independent studio. Real hardware. Experimental wearable arcade experiences.
Vector Grid is an independent studio. One developer. Real hardware. No publisher. No VC. No compromise.
The premise is simple: smartwatches are genuinely interesting interaction devices that the game industry has almost entirely ignored. They have accelerometers, haptics, touchscreens, and persistent computation. They sit on your wrist. They are always there.
The challenge is the constraint. 400×400 pixels on a circular display. CPU-only rendering. Legacy hardware as the floor target. These are not problems to work around — they are the design brief.
Vector Grid makes games that could not exist anywhere else. Not because of technical limitations. Because they were designed for exactly this form factor.
| Type | Independent |
| Focus | Wearable arcade games |
| Platform | Wear OS (primary) |
| Status | Active — Interceptor in testing |
| Language | Kotlin |
| Renderer | Android Canvas (CPU) |
| Engine | vector-grid-engine (AAR) |
| Target | Wear OS 2+ |
Every design decision starts with the wrist. Display shape. Input method. Session length. Battery budget. These are not constraints to minimise — they are the medium.
The body is the controller. Tilt, motion, orientation — not buttons. The interaction should feel physical and immediate. Not abstract. Not virtual. Real.
Vector Grid games are not ports. They are not phone games with reduced detail. They are designed from zero for the platform they run on. Interceptor could not exist on a phone. It was never meant to.
Interceptor is in active beta testing on Wear OS. The engine library — vector-grid-engine — is production-ready and being extended for future modules. A phone port (vector-strike-phone) runs separately on Android.
The signed release pipeline is built. Galaxy Watch hardware testing is pending. The next steps are a public Google Play release and the first classified module reveal.
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