---
title: "Sound without ticks — Savas Games"
description: "All our game sounds are made in code, and they follow one rule: soft, tonal and spaced out. No ticking, no rattling, no rapid-fire clicks."
url: https://savasgames.com/devlog/sound-without-ticks
last_updated: 2026-10-09
---

# Sound without ticks

[Devlog](https://savasgames.com/devlog), 10 October 2026, 1 min read



All our game sounds are made in code, and they follow one rule: soft, tonal and spaced out. No ticking, no rattling, no rapid-fire clicks.

![Fishbowl app icon and screenshots](https://savasgames.com/games/fishbowl/og.jpg)

Puzzle games are often played in quiet places: on the sofa, on the bus, next to someone who is asleep. So our sounds follow one rule, set early by Emre, who listens to every sound himself: no repetitive high clicks. No ticking, no rattling, no streams of tiny chirps.

## Made in code

Every sound in our eight games is made while you play, with the Web Audio API, from simple ingredients: soft sine tones, a plucked kalimba-like note, a warm chord. There are no recorded sound files at all, which also keeps the games small.

## Tonal and rising

Instead of a click for every action, our games play notes. In Cat Corner each cat you place plays the next note of a pentatonic scale, so a puzzle climbs towards its end. In Surprise Cube the note rises with your progress and your combo. A win is a warm chord with a little arpeggio.

## Spaced out

Some actions happen many times a second, like painting crosses across a row or bees carrying away cubes. Those sounds are throttled: at least 120 milliseconds apart, and softer the more often they come. In Topple! a collapsing tower of crates becomes a few soft, low thuds instead of a hundred clatters.

## Soft at the top

Our games run their sounds through a gentle low-pass filter that rounds off the sharpest high frequencies, and keep the overall volume modest. Mistakes get a low, soft thud, never a buzzer.

## Music is optional

Every game has a quiet music loop, and it starts switched off. You turn it on if you want it.

## More from the devlog

[All devlog posts](https://savasgames.com/devlog)

- Devlog, 10 October 2026

  **[Our journey so far](https://savasgames.com/devlog/our-journey-so-far)**

  From our first learning games for kids in March to eight cosy 3D puzzle games in October: how Savas Games has changed in its first seven months.

- Devlog, 10 October 2026

  **[How we pick ideas: reading the store charts](https://savasgames.com/devlog/picking-ideas-from-the-charts)**

  Each of our eight new games started from the October 2026 top charts. How we read them, what we look for, and how we find a twist of our own.

- Devlog, 10 October 2026

  **[Puzzles that can always be solved](https://savasgames.com/devlog/puzzles-that-can-always-be-solved)**

  Nothing ruins a puzzle game like a level that cannot be won. How we build levels backwards, let solvers play every one of them and grade how hard they are.

---

Savas Games · a brand of Savas OÜ, Tallinn, Estonia · info@savasgames.com  
Web page: https://savasgames.com/devlog/sound-without-ticks · Index of this site for AI assistants: https://savasgames.com/llms.txt
