Create happiness
We make games that are fun and easy to start. The aim is a clear one: a moment of rest, and a bit of happiness, inside a busy life.
NEXMIND GLOBAL LIMITED
A side-scrolling ninja run about speed, the moment a dash connects, and how far one trail can go.
Company
NEXMIND GLOBAL LIMITED develops its own games and operates them. The company was founded in 2026 by developers who love making games. We set out to build play that feels light and pleasant, something a person can open when the day has been too full and close again a few minutes later, a little easier. Designers, programmers, and artists here have worked at game studios in other countries. In the next two years we plan to release at least five new games and to take the catalogue further into markets around the world.
We make games that are fun and easy to start. The aim is a clear one: a moment of rest, and a bit of happiness, inside a busy life.
Play can cross a border more easily than a timetable can. We want people in different places and cultures to meet, react, and share something.
Research, production, and live operations stay inside the company. The people who make a game are the people who keep it running.
Design, code, and art come from people who have already worked in international studios. The next two years are planned around at least five new releases and a wider map.
Game
Kage Trail Rush is a ninja-styled side-scrolling game aimed at pure speed and the feel of a combo that lands. You are not an ordinary runner. You move as a shadow through a space set beside the normal one. Monsters hold the dark stretches of the trail. The skill is in the timing: multi-jump chains, and a dash fast enough to ignore the shape of the ground and cut through the enemies in front of you. It asks for sharp reactions. At speed, you judge where a foe is standing and where a trap leaves a gap, then dash through for heavy damage and for distance. The road stays unknown. Coins mark the way, and the record at the end of the run is there for you to break.
Jumps, dodges, and dashes have to meet. The margin is small, and that narrow window is the pull of a hard parkour run.
Dash through enemies and chests. Destruction and defeats stack in one line, and the effect on screen stays bright and heavy.
Platforms rise and drop. Vertical climbs sit next to flat sprints. The level stays tight, and it does not settle into one rhythm.
The lead is dressed as an assassin. The stages are purple and shut away from daylight. Together they keep a Japanese-styled dark action look, with little else in the way.