EST. / 2019

About Ekwn Mobile

One developer, one evolving craft, and a growing catalog of worlds.

Efkan Tunç — Ekwn Mobile
EFKAN TUNÇINDIE GAME DEVELOPER
TÜRKİYE
SOLO DEVELOPER / TÜRKİYE

Games built with curiosity, discipline, and a personal point of view.

Ekwn Mobile is the independent developer identity of Efkan Tunç. It is a one-person creative practice focused on compact mobile games with strong atmosphere, readable ideas, and memorable moments.

There is no large studio behind the work. Every decision—from code and game feel to store pages and player support—is handled directly, turning each release into both a finished experience and a new lesson.

19 years oldBased in TürkiyeCreating since 2019Independent—not a registered company
Founder note

I started exploring software in 2019, driven by curiosity and the excitement of turning ideas into things people could use. On May 3, 2026 at 11:00, I stopped all of my application projects and ended support for the apps I had maintained. That decision created space for a new direction. On June 7, 2026, I began developing my first game, Closing Shift: Pizza, and released it on July 17, 2026. My name is Efkan Tunç. I am 19 years old and live in Türkiye. Ekwn Mobile is my independent developer identity; it is not a registered company or organization.

TIMELINE

The journey

2019

Curiosity becomes code

The journey begins with software experiments and the excitement of turning ideas into working products.

03.05.2026 · 11:00

A deliberate reset

All application projects and ongoing app support are stopped to create room for a focused new direction.

07.06.2026

The first game begins

Development starts on Closing Shift: Pizza, a compact first-person psychological horror experience.

17.07.2026

First worldwide release

Closing Shift: Pizza Horror launches on Google Play and marks the beginning of Ekwn Mobile as a game developer identity.

VALUES

What guides the work

01

Independent by design

Fast decisions, a personal voice, and direct responsibility for every detail.

02

Atmosphere over noise

Every light, sound, interaction, and pause should serve the feeling.

03

Finish, learn, improve

Release real work, listen carefully, and make the next project stronger.

NOW / NEXT

The next game starts with what the last one taught.

The current focus is building better horror experiences, improving production quality, listening to players, and developing a sustainable catalog one deliberate release at a time.

Explore our games