PRESS & CREATORS
Match KO is a retro match-3 fighting game for Android where every line you match is a punch your fighter throws on stage. Two pixel-art fighters square off above the board; cascades chain into SUPERs and ULTRAs, wind-ups telegraph so every hit can be read, blocked or punished, and a whole fight fits in about two minutes. It's in closed alpha now, launching on Google Play in 2026, free, with no ads.
It's made by Yoshiba Productions, a very small, very passionate studio that wanted a mobile game you keep playing because it's good — not because a timer told you to. If you'd like to write about it, stream it, or just poke at an early build and tell us what you think, we'd be delighted to hear from you.
THE PRESS KIT
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One line: Match KO is a retro match-3 fighting game where every line you match is a punch thrown — match lines, throw punches, land the KO.
Two pixel-art fighters square off on stage while you work the gear board below. Line up gloves, boots, belts and wraps to attack; cascades chain damage and charge SUPER and ULTRA moves; wind-ups telegraph so every hit can be read, blocked, or punished. Rounds are fast — best of three, about two minutes a fight — and built for one-handed portrait play.
Six fighters share identical base numbers and bend them in six different directions: volume jabber, cascade demolitionist, rhythm lifestealer, L-shape tactician, wall-breaker, and a comeback kid who hits harder when she's behind. Under it all is a deliberate design bet — no ads, no energy timers, no pay-to-win. What it does measure is its own play: pseudonymous stats with an off switch in Settings, declared in full in the privacy policy. A complete game that respects the player, from a very small studio that cares a great deal about getting this right.
ABOUT
Yoshiba Productions is a very small, very passionate studio — the kind where the person answering your email is also the person tuning the fighters. Years spent around other people's games built the conviction behind this one: that a mobile game can keep players with skill expression instead of manufactured urgency, and that it's more fun to make it that way too.
Match KO is the studio's first title. It exists to prove a simple thesis — build a game worth playing for its own sake — and its no-ads, no-tricks promise is written into the design, not the marketing. We're building it in the open with a small community of players and creators; if you'd like to be part of that, the door is on the Creators Program page.
THE BUILD
Match KO is built by one person working with AI coding agents. The agents write most of the code. They do not make the decisions — and on this project, the decisions are the artifact.
The repository carries a conventions file whose entire job is stopping settled questions from being reopened, a design document where every ruling is filed with its rationale and the alternatives it beat, and a playtest log where every finding carries an ID that traces to the commit and the version that fixed it. Over four hundred commits, every design call dated.
The art is AI-assisted: today's tile and fighter art is AI-generated concept work standing in for a final art pass, and the game's credits screen says so on-device.
This is disclosed here because a studio that promises no tricks doesn't get to have a quiet one.