
A mobile game and creatives for social media
The clicker that gathered the audience for everything else
The first product of the CIX ecosystem that actually shipped. A clicker inside Telegram, built to gather the people who would later be shown everything else.
- Game UI
- Visual design
- Creatives
What I did
The game interface and the visual language of the game. Screens, states, the look of every mechanic.
A separate stream was the creatives for social media. There had to be many of them, and regularly, because a game lives on attention and attention needs feeding every week.

CIX TAP
A clicker inside Telegram. You tap the creature, upgrade your damage, collect the reward. The first product of the company that actually launched.
An economy sits on top of the clicker. A store, clans, a referral programme, withdrawing what you earn.

Why it existed
The CIX ecosystem existed almost entirely on paper. The clicker was the only place you could actually touch it.
The audience gathered here became the people who were later shown CIX AR and the rest.
See the CIX AR caseThe screen map
The clicker looks simple, but underneath it are around sixty screens and fields. Profile, leagues, store, quests, and a referral programme with its own structure.
The diagram was rebuilt for this page, so nobody has to squint at a small screenshot. Click it, then the wheel zooms and the mouse drags.
Click to zoom with the wheel
The main screen
One screen, and it never looks the same twice. The hero sets the colour, and everything else follows. The health bar, the energy strip, the glow around the creature, the attack button.
So the player knows what they are facing before reading the name. Changing hero reads as changing scenery.
Three states of a fight
The clicker rests on three moments. Those are the ones worth showing, because the rest is the same screen with different numbers.

The only colour left on a grey screen. The creature is down, the attack switches off, and one button stays lit. You cannot miss it.

The counter opens into everything earned. Ten coins, each with its own mark: the numbers alone do not tell them apart.

A golden hero, roughly one in every ten. It drops real crypto, which is why the whole screen turns gold here and not just the creature.
Twenty creatures, six colours
Twenty creatures, each recoloured to match the hero. Five colours cover everyone, blue, cyan, green, purple and red. The sixth is gold, and it was made only for some.
The frame comes straight from the working file, clipped layer names and all. It shows the volume of work without a showcase.
Recolouring is an MVP decision. The library fills up five times faster than modelling every creature from scratch, and the player still gets a change of scenery. Later there will be more creatures, and recolouring stays one device among several.
Colour built as a system
Six colours, each broken down into states. The tab bar alone is thirty combinations, six colours across five active tabs. The attack button has two states per colour, plus the dimmed one for when there is nothing left to hit. On top of that every colour carries its own background and its own progress bar.
All of it is components with variants. The hero changes colour and the interface rebuilds itself. By hand this would not hold, a slip would surface on the first new palette.
The frame comes from the working file again, dashed frame boundaries and all.
The upgrade windows
Everything the player buys lives in one window. An icon, a name, a level, an explanation, a price. From one upgrade to the next only the colour and the numbers change.
The line that matters is before and after. People pay for a number to go up, so the number is what to show. A paragraph of text explains nothing here. An arrow, the old value on the left, the new one on the right, in the colour of the upgrade itself.
There is one exception, the super strike. It is unlocked outright, with no upgrades, so it carries no before and after. Putting a pair of values there would be a lie.
Leagues
Leagues give a goal beyond a single fight. A place in a table on top of a damage counter.
The badge is a component with states. Current is outlined, the ones behind are open, the ones ahead are locked. You see where you stand without numbers. Moving up gets its own window.
The personal cabinet
Everything outside the fight sits under the tab bar. Profile, referrals, leagues, store, quests. The whole economy of the game lives here.
The referral system. Every player gets their own link, copied in one tap. Next to it, how many people were invited, how much income they bring and what the bonus percentage is. Below that, the full list of invitees split by lines, with the income from each.
Leagues. You move up into a league and progress inside it, shown as a bar. Alongside it the rating, your place in the league and your place overall, plus the table of everyone else.
Store and quests. The store sells upgrades and boosts. Quests pay bonuses for subscriptions and invitations, and anything completed is marked right away.
Clans
Clans add what solo play does not have. Join up, gather people, earn from them.
Creating one. A player starts a clan themselves, from level three. A name and an avatar, and the clan enters the overall rating.
Invitations. Joining arrives as its own window, with the clan name and the member count. Invited players count towards the clan income.
One slot, two states. With no clan, the profile shows a create button. Once a clan exists, the same slot holds a card with the member count and the income.
Inside the clan
Inside a clan the referral tree runs two levels deep. A first-level row unfolds into the second, showing who that person brought in and how much came back from it. Clans run into thousands of people, so the list is paged.
Management. Tapping a member opens two buttons, make admin and remove from clan. They differ in weight and colour, and removal asks again before it happens.
Admins. The ones appointed sit as chips with a cross, all visible at once. Rights come off in the same place they went on.
Premium. It sells itself with numbers. Four times the golden cryptids, ten percent from what your referrals buy, one extra level on every upgrade.
Creatives for social media
Every post explains one thing and nothing else. A large headline, one hero in frame, the game mark in the corner.
Twenty-eight posts on a single grid, but the colour stays free and comes from the frame. The series is recognisable in a feed without looking monotonous.



































