Nutshell-Labs is an independent engineering studio founded in a
student dorm in Germany, with roots in Nepal and products built for the world. We take
ambitious ideas from the first sketch and prototype all the way to working,
production-ready products, combining software, hardware, AI, sensing, automation and
thoughtful product design under one roof.
Our work spans very different fields, but the approach stays the
same: find a problem worth solving, understand it deeply, and engineer the complete
product ourselves. That includes ihatepdf.com, our document productivity platform used
by people around the world; hybrid casual mobile games that reimagine the traditional
games we grew up playing with modern design, physics and mobile experiences;
bio-inspired swarm robotics that combine soft robotics, onboard sensing, IoT and
collective intelligence for search and rescue where it is too difficult or dangerous
for people to go, and, with a different sensor payload, for monitoring our own
greenhouses; automated smart greenhouses powered by our own sensor systems and plant
intelligence models to detect disease early, monitor growth and nutrition, regulate
growing conditions, and anticipate market demand; and hardware of our own:
drones, ride-on cars and mechanical and electronic toys for kids, and automated,
multipurpose solar cookers built on an origami design.
ihatepdf.com is live and used around the world today; our games,
swarm robotics, smart greenhouse tech, drones, toys and solar cookers are being built in
the same studio.
ihatepdf.com
Hybrid casual games
Bio-inspired swarm robotics with IoT sensing
High-tech greenhouses with plant AI
Drones, ride-on cars, toys and solar cookers
Five bets. One studio.
Software people rely on every day. Games built to bring familiar
childhood experiences into a new generation. Machines designed to reach places people
cannot. Intelligent systems that grow food with less land, water and manual
intervention. And hardware for everyday life, from drones and toys to solar cookers,
designed by us from the circuit board up. They may look like five completely different
directions, but they all begin the same way: with a problem we understand first-hand,
and the belief that we can engineer a better answer.
iHatePDF.com started with a simple frustration: working with PDFs should not
require expensive subscriptions, complicated software, account creation, or a
different website for every small task. So we built the document platform we
wanted to use ourselves: fast, straightforward, privacy-conscious, and available
to anyone from a browser.
Today it brings 35+ document tools into one place, covering the everyday work
people normally need several applications to handle. Merge and split PDFs,
compress files, convert between PDF, Word, PowerPoint, Excel and images, run OCR
on scanned documents, sign and annotate files, redact sensitive information,
organize pages, compare documents, translate PDFs, and more.
For an even simpler workflow, documents can also be handled through chat with Buddy, our built-in assistant: upload
a file, ask for what you need (convert this to Word, compress this PDF, help me
understand this document) and the platform connects the request to the right
tool.
At the centre of the product is Editly, our own document editor built for working
directly with PDF and DOCX files. Instead of treating a PDF as a collection of
static pages, Editly lets you work with the document itself: rewrite existing text
in place while preserving its original typography, add or reposition images and
shapes, fill forms, draw, highlight, annotate, and place signatures directly onto
the page.
For users who want additional privacy, an optional browser mode performs
supported processing locally on the device instead of sending the document away
for processing.
No account required for everyday use. No watermarks added to your finished files.
No artificial export limits. Just a growing set of professional document tools
built to make one of computing's most frustrating formats considerably easier to
work with.
We are taking the games we grew up playing, in courtyards, living rooms, school
grounds and around family tables, and rebuilding them as modern hybrid casual
experiences for mobile. The goal is not to simplify away what made those games
special, but to preserve their character, competition and familiarity while making
them more approachable, expressive and enjoyable on a phone.
That means combining the rules and cultural memory of traditional games with
today's mobile craft: tactile interactions, satisfying animation, real physics,
distinctive characters, fast onboarding and the kind of visual feedback players now
expect from polished mobile games. We want each game to feel immediately familiar to
someone who grew up with the original, while still being inviting to someone
discovering it for the first time.
Two titles are currently in development.
The first reimagines chess around one problem we have seen repeatedly: for a
new player, chess can feel abstract before it ever becomes exciting. Thirty-two
pieces appear on a board, many represented by similar symbolic forms, and beginners
are expected to learn what every piece is, how it moves and why it matters before
they can really enjoy the game.
We are changing the presentation without changing the game.
Every chess piece becomes a recognizable character with its own identity,
movement and animation, designed so that its role becomes easier to understand at
a glance. Knights still move like knights. Rooks still command files and ranks.
Bishops still cut across diagonals. Every legal move, rule and strategic possibility
remains intact.
Underneath, it is still real chess: tournament-honest and mechanically
unchanged. What changes is the way the board communicates with the player.
Movement becomes more expressive. Captures have physicality. Pieces feel alive. The
relationship between character and function becomes easier to understand,
particularly for children and first-time players. Instead of asking new players to
decode the board before enjoying it, the game helps the board explain itself.
The ambition is simple: preserve everything that makes chess deep enough to last
centuries, while removing some of the visual and emotional friction that stops people
from getting through their first few games.
The first title is planned to ship in the coming months.
The second takes the same philosophy into another traditional game we grew up with.
That one is ours to talk about later.
We are developing bio-inspired soft robots that crawl through rubble, climb broken
structures, move through floodwater and, in time, fly across terrain before
deploying into spaces too small, unstable or dangerous for people.
The problem is painfully familiar at home in Nepal. After floods, landslides and
structural collapses, finding survivors is often not a question of having enough
rescuers. It is a question of access: the people you need to reach may be behind
metres of debris, inside a flooded room, beneath a collapsed building or deep in a
tunnel no one else can safely enter. The recent floods on the Trishuli made that
brutally clear, with hydropower tunnels packed with mud, rock and floodwater while
crews searched for workers trapped underground.
So instead of one large, expensive rescue robot, we are working toward many small,
deliberately low-cost machines that spread through a site together. Walkers squeeze
through rubble and voids. Climbers inspect walls, pipes and vertical shafts.
Swimmers enter flooded rooms and culverts. Fliers cross open ground and carry
sensing where roads have disappeared.
Each robot is a small sensing node. Thermal imaging looks for heat where an
ordinary camera sees nothing. On-board vision flags human cues, a face, a hand,
clothing, movement or a light, instead of sending hours of raw footage back to an
operator. Microphones listen for tapping. Environmental sensors warn about gases
before a crew goes in.
We are also exploring micro-motion radar, which picks up the tiny movements
of breathing with no line of sight. The technology is real: larger microwave-radar
systems have found survivors through rubble, including after Nepal's 2015
earthquake. Our hard question is how much of that fits into a payload small and
efficient enough for a soft robot.
Underground, inside concrete or underwater, a link back to an operator cannot be
assumed, so obstacle handling, recognition and navigation run on the machine
itself. Each robot keeps a rough record of where it has been and what it found,
then passes that to its neighbours. It is closer to an ant colony than a fleet of
remote-controlled machines.
The robotics and greenhouse projects share the same bio-inspired swarm
architecture, but not the same sensor payload.
A rescue robot needs to search for people: thermal vision, cameras, motion sensing
and eventually compact radar. A greenhouse robot has a different job. We are
developing small mobile sensing units carrying CO2, temperature, humidity, light and
other environmental sensors, moving through the crop instead of leaving every
measurement to fixed sensors mounted at a handful of points.
That matters because a greenhouse is not one uniform environment. Temperature,
humidity and CO2 can change from one row to another, between the floor and the
canopy, around dense foliage, beside a vent or underneath artificial lighting. A
fixed sensor tells us what is happening where the sensor is. A moving swarm can tell
us what is happening across the greenhouse.
Each unit samples the environment as it moves, attaches those readings to a
location and shares them with the rest of the group. Together, the swarm can build a
live spatial picture of the greenhouse: finding hot spots, humid pockets, low-CO2
areas and other microclimate differences that a sparse fixed network can miss.
Some units carry more than sensors. A small pair of jaws lets a robot act on what it
has just seen: a leaf going grey with mould, a lower leaf shading a truss, or the
side shoot a tomato plant pushes out every week whether or not anyone has time to
remove it. De-leafing and de-suckering are among the most labour-intensive jobs in a
glasshouse, and the Dutch answer so far is a single 425 kg machine working its way
down the rows. A swarm comes at it from the other end: many small cutters, already
standing beside the plant that needs one.
Cutting is the harder half of the problem. Every cut is an open wound, wet for hours,
and Botrytis uses leaf scars as its route into the stem, so a blade that walks from
plant to plant can carry an infection as easily as a hand can. Where to cut, when to
leave a leaf alone, and how a machine keeps its jaws clean between plants are part
of what we are researching, not details to be added later.
The same collective behaviour we are developing for search and rescue applies here
in a completely different way: many small machines, each carrying the sensors its
mission requires, sharing what they learn so the group understands a larger
environment.
For rescue, that means searching rubble and tunnels. For agriculture, it means
sensors that move through the crop, and the means to act on what they find.
We are building sensor-driven hydroponic and aeroponic greenhouses, for Nepal
first and eventually for anywhere that needs more fresh food from less land and
water.
The problem is bigger than putting vegetables under glass. Growing reliably means
managing a whole living system: the air around the plant, the water at its roots,
the nutrients it takes up, the light it receives, the disease developing before
anyone can see it, and whether the crop will still have a market when it is ready
to harvest.
So we bring all of it into one closed loop. Plants grow without soil in
recirculating hydroponic and aeroponic systems, and whatever the plant does not use
stays in the loop instead of draining into the ground. Our own sensor network
continuously measures what actually decides how a crop develops: light, air and
water temperature, humidity, CO2, pH, electrical conductivity, nutrient strength
and what the roots are drinking.
Those readings are not there to make a dashboard look intelligent. They drive
the greenhouse. Pumps regulate feeding. Misters control the root environment.
Fans manage heat, humidity and airflow. Lamps supplement what the sun cannot give.
Dosing systems correct pH and concentration. The grower sets the conditions the crop
needs and the control system holds the house close to them, day and night, without
anyone walking every row to turn a valve.
Over time we want it to do more than hold conditions. We want it to understand what
the plants are doing inside them. Cameras and environmental data together look for
disease and stress before they spread. Growth models follow a plant through its
development instead of treating every day the same. Nutrition models learn from what
the crop actually takes up, so feeding follows the plant rather than a calendar. The
aim is a house that can answer what normally needs an experienced grower standing
beside the crop: is this plant developing normally, is something starting to go
wrong, does it need more water, less nitrogen, different light.
One more signal matters: the market outside. A perfect tomato is only useful if
somebody needs it the week it is picked, so our market models combine crop cycles
with prices, seasonality and demand to inform what to plant, when, and when a
harvest is likely to be worth most. That counts especially in Nepal, where mountain
geography and seasonal production make fresh supply uneven, and vegetables that are
cheap one month are scarce the next.
Closed-loop growing also changes the economics of the land itself: substantially
more food from a given footprint on a fraction of the irrigation water, and more
still from stacked and vertical systems. We do not want to solve water and land by
ignoring energy, so the design leans on natural light, efficient pumps, renewables
and climate strategies suited to where the greenhouse is actually built. The point
is not to copy an energy-hungry European glasshouse into Nepal, but to take the
science of precision horticulture and rebuild it around local economics, materials
and conditions.
It shares a stack with our robotics work. The same low-power sensor boards,
cameras, thermal sensing, edge intelligence and IoT that help a robot read an
unknown space help a greenhouse read a crop. Fixed sensors report single points;
mobile sensing can eventually move between plants, inspect leaves and map
temperature and humidity, giving the house eyes that travel through the crop instead
of staying bolted to a wall.
The work is at R&D stage: building and testing the sensing platform, control
loops, nutrient systems, dashboards and plant models against real growing
conditions. Next come pilot greenhouses in Nepal. The ambition is not simply to
automate farming. It is a greenhouse that knows what its plants need, uses only what
they need, spots trouble early and helps growers produce the right food at the right
time, on less land, with less water and less guesswork.
Some of what we build starts with the things we wanted as children and never had.
This line is our own hardware, designed and built in the studio, from the circuit
board to the finished product.
Our drones are multipurpose and designed in-house: the frame, the flight electronics and
the software that flies them. They share parts and lessons with the flying units in our
robotics research.
The ride-on cars are small vehicles children can actually sit in and drive, the
kind we always wanted to ride as kids. Alongside them are mechanical and electronic
toys, cars, trucks and dozers that steer, carry and dig like the machines they are
modelled on.
We design the printed circuit boards ourselves and 3D print the parts, so the
electronics, the mechanics and the software all come from one bench, and any of them
can be changed when a design needs to improve.
Our solar cookers are automated and multipurpose: one unit works as both an oven and
a cooker. The structure comes from an origami design, so it folds flat to carry and
opens to catch the sun, and automation takes over the work that usually needs a person
standing beside it.
Further ahead, the same workshop will build advanced fruit pickers, bringing in what
we are learning from our robotics research.
Our research
Alongside the high-tech greenhouse prototypes with their plant
intelligence models, and the swarm insect robots and the intelligence that runs them, we
are also working on newer concepts.
Two questions are open on our bench right now: how to move a
machine this small without a motor, and whether we can train our plant intelligence model
to bring a crop into flower early. Both build on published research. What follows is what
we are modifying, implementing and advancing on top of it.
Actuation
Muscle, not motors
Every small robot we build still moves on a motor and a gear train. At this size those
are the heaviest parts, the first to seize on grit, and the slowest to reverse. We want
them gone.
In April 2026 the MIT Media Lab and Politecnico di Bari published electrofluidic
fiber muscles in Science Robotics: artificial muscle under two millimetres
thick that contracts about a fifth of its length on an electrical signal alone. The
pump sits inside the fibre, so nothing hangs off it, no reservoir, no compressor, no
tubing, and it runs silent and untethered at roughly the power density of skeletal
muscle. That is the proof the approach holds at the scale we work at.
They wove it into a textile as a biceps-triceps pair and ran a battery-powered arm
from it.
We are combining it with piezoelectric components. The fibre muscle has real weaknesses:
its pumps run at several thousand volts, the charge they inject slowly wears down the
fluid and the electrodes, and the fibres have to be pre-pressurised so the fluid does
not form vapour bubbles inside the pump. What we are after is the combination and the
simplification: lower voltages, a muscle that lasts, and movement finer and more precise
than either technology manages alone.
What comes out has no rotor, no gearbox and nothing to jam. The same pair carries over
unchanged into the soft picking hand we want for fruit: fibre muscle to close the
fingers, piezoelectric components to sense and correct the grip at the fingertip, so it
never bruises what it is holding.
The physics is published work, not ours. What we are working on is the
modification, the implementation and the advancement.
Plant intelligence
The bite that brings a harvest forward
In 2020 a team at ETH Zurich published something odd in Science: bumblebees short
of pollen pinch small holes in the leaves of plants that have not flowered yet, and the
damage pulls flowering forward. Tomato bloomed up to 30 days earlier, mustard
about 14.
Then they cut the same holes themselves, copying the size, the number and the
placement. Whatever does the work is not the hole: the researchers suspect a cue in the
bite itself, something chemical they have not identified. Damage by human hand moved
the plants a fraction as far.
Our greenhouse units are already insect-sized, already walking the rows, already
carrying jaws built for taking a diseased leaf off a plant, and now driven by actuators
fine enough to control how hard and how often they close. So the experiment is sitting
right in front of us: reproduce the bite, vary the pattern, the depth and the rhythm,
run it across a whole bench at once, and measure what the crop actually does, in days to
first flower, in fruit set, in yield.
The channel runs both ways, which is the part we care about most. In 2023 a Tel Aviv
University team published in Cell that stressed plants emit airborne ultrasonic
clicks, a thirsty tomato around 35 an hour, and trained models that tell dehydration
from injury on the sound alone. In 2019 the same university showed evening primrose
raising the sugar in its nectar within three minutes of hearing a pollinator's wingbeat.
Our units flap in that range and can carry a microphone that small. One that can hear
which plant is in trouble, and be heard by the plant it is standing on, is a sensor and
an actuator for the same model.
It may come to nothing. Either way the readings go into the plant
intelligence model, which is the only honest reason to run it.
From a dorm room in Germany to products used worldwide.
Nutshell Labs began with two engineering students, one shared dorm
desk, and a stubborn frustration: every document-editing app we touched was slow,
paywalled, or careless with our files. So we built our own, and kept going.
The beginning
Two students, one desk
Studying engineering in Germany, far from home in Nepal, we started building
tools at night, for ourselves first, then for everyone.
First product
ihatepdf.com ships
Born from frustration with document editing apps: free, fast, private PDF
tools that process files in your browser whenever possible. It became our
proving ground, and our first product with users around the world.
Now building
Mobile games, swarm robotics, plant intelligence & greenhouses
Mobile games that bring back the ones we grew up playing, rebuilt for how
people play now. Insect-sized soft robots that search collapsed buildings after
a monsoon landslide, then walk greenhouse rows to scout, pollinate and prune.
And a plant intelligence model that reads what their sensors see and runs the
greenhouse around them: light, water, nutrients, climate, closed loop.
“We only build things we would use ourselves,
and we build them properly, down to the last detail.”
The two of us, Nutshell Labs
Engineering for food security in Nepal and the world.
Food security is a global challenge. A warming climate, valuable
fresh water wasted in open irrigation, the carbon footprint of long supply
chains and heavy pesticide use all strain how the world grows food, in Nepal
and everywhere else. Our automated greenhouses answer with closed-loop
hydroponics and aeroponics: crops raised in natural-like conditions on
renewable energy, year-round, with a fraction of the water and land. Our own
AI models manage the plants today, and we are extending them to shrimp
farming and new high-tech varieties next.
Minimal waterClosed-loop systems recirculate every drop instead of losing it to irrigation runoff.
Low carbonLocal, year-round harvests on renewable energy cut food miles and footprint.
Fewer pesticidesControlled, natural-like growing conditions need far less chemical protection.
Off-season growingControlled climate means harvests when fields cannot deliver.
Own AI modelsSensors and plant intelligence for crops, extending to shrimp and new varieties.
Affordable by designBuilt for smallholders, communities and industrial farms alike.
Small team. High standards.
Build what we've lived
Every product starts as our own problem: documents we couldn't edit, games we
missed, food our families couldn't grow. We are always user number one.
Ship real things
No decks, no vaporware. ihatepdf.com serves users worldwide today; the game, the
robots and the greenhouses are being engineered the same way: quietly, then
properly.
Give something back
We left Nepal to study engineering. The point was always to bring it home,
starting with technology that helps grow food where it's needed most.