About.
KIHUTech is an early-stage, founder-led startup in Ho Chi Minh City, Vietnam. We make mobile games and productivity apps for iOS and Android.

Hi, I'm Hung.
I'm Tran Hoai Hung, founder of KIHUTech. I'm a software engineer in Ho Chi Minh City who builds mobile apps and games: native iOS and Android apps, cross-platform apps in Flutter and React Native, Unity games, and the backend services behind them. A big part of how I work today is AI tooling. I use Claude and Claude Code for coding, code review, and planning, AI image tools for game art and store graphics, and small automation scripts for screenshots, store listings, and releases. Together they let one person handle work that would normally need a much bigger team.
KIHUTech grew out of a habit. I kept running into apps I wished existed, or apps that existed but felt cluttered, so I started building my own on evenings and weekends. The first two were Missions, a daily planner, and SnapFit, a photo sliding puzzle.
In 2025 I turned that work into a proper startup, with its own brand, website, and product roadmap. Today KIHUTech has five products live on the App Store and Google Play: three games (Bloom Survivors, Poppin, and SnapFit) and two productivity apps (Missions and IdeaBox). Two more games, Big Coffee and Paint Reveal, are in testing and close to launch.
The company is still founder-led. I handle product, design, engineering, publishing, and support, and AI tools, Claude in particular, are part of how I work every day. That is what lets a very small company build and maintain this many products without cutting corners.
The plan is straightforward: launch the two new games, learn from real players, put more into the products people keep coming back to, and grow the team once the products can support it.
Thanks for stopping by. If you've downloaded one of our apps, it really does mean a lot.
KIHUTech at a glance
- Founded
- 2025
- Headquarters
- Ho Chi Minh City, Vietnam
- Stage
- Early-stage, bootstrapped
- Team
- Founder-led
- Focus
- Mobile games and productivity apps
- Products
- 5 live, 2 in testing
- Platforms
- iOS, Android, web
- Contact
- hi@kihutech.com
What we build
Two product lines that share the same approach: small, focused products that are easy to start and worth keeping.
Games
Casual mobile games that are quick to pick up and have enough depth to bring you back: short sessions, clear rules, and a real sense of progress.
Productivity apps
Small tools that do one job well, like planning the day or capturing ideas, with AI where it actually saves time.
How we build
Being small means the process has to be efficient. These are the habits that make it work.
- 01
Plan before code
Every product starts with a written plan: the core loop, the economy, the art rules, and what went wrong in earlier attempts. When work resumes after a break, the plan says exactly where things stand.
- 02
AI in the workflow
We use Claude Code to write and review code across Unity and C#, native mobile, and the web, and Claude powers the brainstorming feature in IdeaBox. AI speeds up the work; it doesn't decide what ships.
- 03
Test with numbers
Game economies are checked in a simulation before they become code, and level solvers play every puzzle with random and greedy strategies to catch levels that are too easy or impossible.
- 04
Human judgment
Every build is played before release, AI-generated art is checked for licensing before it goes near a store, and every support email gets a personal reply.
What's next
These are plans, not promises, and they'll change as we learn.
- 01
Launch Big Coffee
Release on the App Store first, then Google Play.
- 02
Launch Paint Reveal
Start with a soft launch in a few markets, tune difficulty and retention, then release worldwide.
- 03
Improve the live apps
Keep updating Bloom Survivors, Poppin, Missions, and IdeaBox based on reviews and usage.
- 04
Grow the team
Bring on more people once the products can support it.
How I make decisions.
What I come back to when I'm not sure what to build next.
Solve real problems
If something already exists and works well, I leave it alone. I only build when I can do noticeably better or fill a real gap.
Sweat the small stuff
Animations, error messages, how a button feels under your thumb. I'd rather push a release back than ship something that feels off.
Users over numbers
A few people opening an app every day matters more to me than a big download count from people who delete it a week later.
Get in touch
Bug reports, feature ideas, or just saying hi. I read and reply to every message myself.