WorkRush: Building a Survival Game Around a Phone Keyboard

How a solo developer turned office overload into a phone-keyboard survival game.

By Jaehoon LeeGuest|Last updated: July 23, 2026|3 minutes read
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WorkRush: Building a Survival Game Around a Phone Keyboard
Most typing games begin with accuracy scores and lessons. WorkRush began with a different question: can the phone keyboard itself create the pressure of an arcade survival game? The idea began in a conversation with my wife. She suggested turning the familiar feeling of office tasks piling up into a game played through the phone keyboard itself. I am Jaehoon Lee, a solo developer working under Songi Store, and she became the first very honest playtester. When she said the early version was simply too hard to type on a phone, that feedback changed the game.

The game

WorkRush looks like a clean office memo list. New tasks keep arriving, and the player removes them by typing the exact memo text before the queue overloads. A quiet work screen gradually becomes crowded, boss instructions interrupt the rhythm, and support memos or active items can rescue a run. The goal is not perfect typing. It is surviving one more stretch of incoming work. Players collect support memos, unlock stronger effects, choose run upgrades, build a career rank, and spend earned coins between short sessions. Daily missions, collectible office files, and rankings give each short run a reason to continue. The game supports Korean and English and is currently available on Android:

Designing around the keyboard

The hardest design problem was not the word list. It was the mobile keyboard. On a phone, the keyboard takes up almost half the screen, Korean IME composition can leave partial characters behind, and a small layout shift can hide the memo the player is trying to type. We repeatedly rebuilt the play screen so the queue stays visible, input focus remains stable, and effects do not move the game objects. That same feedback loop shaped the systems. I reworked the keyboard-safe layout, softened the opening pace, and added support skills that reduce real typing pressure rather than only increasing score. Unlockable AI assistant, shields, slowdowns, cleanup, and extra capacity all exist to make the next stretch of work survivable, not just to inflate points.

What I would tell other mobile developers

If your game depends on typing, design the UI around the keyboard first. Test with your real language input method early. Keep the thing the player must type visible at all times. And treat honest playtest feedback as a design tool: one clear complaint about phone typing changed WorkRush more than any new word list ever did. Steam Page: https://play.google.com/store/apps/details?id=com.memosurvival.app

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