Small on purpose
No account layer, no relay of information through three people. The person who understands the problem is the person writing the code, which removes an entire category of expensive misunderstanding.
Independent software studio
Sarcasm Interactive is a small studio. We design, build, ship and operate software — SaaS platforms, marketplaces, media and image processing, automation, interactive systems. Usually all of it. Usually the whole way through.
Scope
Design through deployment. No handoff gaps.
Model
Small and direct. You talk to the person building it.
Status
Platforms in production, serving real users daily.
Enquiries
01 — Capabilities
Most problems worth solving don't split cleanly into front end, back end and infrastructure. These are the areas we work across, generally at the same time.
Multi-tenant products with accounts, roles, billing, dashboards and the unglamorous operational surface that decides whether a product survives its first hundred customers.
Search, listings, matching and transactions — plus the internal tooling someone will need at 9am on a Monday to fix a listing by hand.
Pipelines that ingest, transform, analyse and serve images and media at volume, without falling over when the volume changes.
Aggregation engines, schedulers, extraction and alerting. Systems that run unattended and tell you when something is wrong, rather than pretending it isn't.
Getting one product onto web and mobile without maintaining three separate versions of the same idea.
Simulation, game systems, custom editors and tooling — anything with a frame budget and a physics-shaped problem behind it.
Servers, deployments, databases, backups, TLS, monitoring. The part that turns a repository into something people can actually use.
02 — Selected work
Described by shape rather than by name. Products, clients and the interesting details stay private unless there's a reason to share them — and there usually is, once we're talking.
Multi-tenant SaaS. Availability, reservations, customer accounts and an operator-facing back office.
In production
Listing aggregation and comparison across a single industry, delivered to both web and a packaged mobile app.
In production
Automated image transformation and analysis, built to run as a background service rather than a manual step.
Ongoing
Scheduled collection from moving external sources, normalised into something queryable, with alerting on top.
Ongoing
A real-time simulation project with custom authoring tools and its own asset and content pipeline.
In development
Names and specifics on request — just ask.
03 — Approach
No account layer, no relay of information through three people. The person who understands the problem is the person writing the code, which removes an entire category of expensive misunderstanding.
Shipping is the middle of the job, not the end. Anything that leaves here arrives with deployment, logs, backups and a realistic answer to “what do we do when it breaks?”
Honest estimates, including the uncomfortable ones. If something is a bad idea, or cheaper to buy than to build, you'll hear that before an invoice rather than after one.
04 — Studio
Sarcasm Interactive is the name the work ships under. Behind it is Bağış Başaran, a full-stack engineer who builds and runs software across product design, backend systems, interfaces, mobile and infrastructure.
The studio exists because the interesting problems keep landing between disciplines. A booking platform is not a frontend problem. A processing pipeline is not a backend problem. Somebody has to hold the whole thing in their head — schema, interface, deployment, the failure modes — and that turns out to work best when it's one person who has done it before.
The work runs from early product thinking through to servers that stay up. Some of it is client work. Some of it is the studio's own products, which is where most of the hard lessons come from.
And yes, the name is on purpose. It's a standing reminder to stay sceptical of anything that sounds too clean — including our own estimates.
05 — Contact
A paragraph is enough to start. What you're trying to make, roughly when you need it, and anything that already exists.
contact@sarcasminteractive.comReplies usually land within a day or two.