I'm afraid to fund a game nobody will install
We agree on the schedule after clarifying scope and dependencies. We measure cost per install and day-2 retention. You decide on full production based on those numbers.
We build hyper-casual and casual games in Unity. We start with a playable prototype and test it on real players before you commit to full production.
Quote and schedule after your brief

We agree on the schedule after clarifying scope and dependencies. We measure cost per install and day-2 retention. You decide on full production based on those numbers.
Package We prepare a quote after your brief. We prepare a quote after reviewing your brief and requirements. Payment is in stages, so you see results before the next payment.
The repository, Apple and Google accounts, signing keys and all files are yours under the agreed terms. You can take the project elsewhere at any time.
We set up event analytics and reports on level completion and churn. An AI agent can answer routine player support requests.
Use a package to describe what you need. We agree on the quote and schedule after reviewing your brief and requirements.
Anyone who wants to test an idea before big spending
Fast release and ad-based revenue
A game with progression, a shop and longer play sessions
You describe the task and current workflow. We clarify requirements, choose a first stage and prepare a quote.
We fix the core loop, levels and the metrics we will judge the prototype by. This is the pilot with a measurable KPI.
We build a playable version and run test ads. We look at cost per install and day-2 retention.
If the numbers work, we build art, sound, ads and purchases. Each stage is paid separately.
We prepare store listings, submit the build and handle review feedback from Apple and Google.
We read the analytics, tune balance and fix bugs. We set up automated reports and support.
We prepare a quote after reviewing your brief and requirements. A first stage can cover: game design document; One mechanic and 5-10 levels in simplified art. Scope, payment and schedule are agreed before work starts.
Hyper-casual games are simple: one tap, short rounds, revenue mostly from ads. Casual games add progression, rewards and purchases. They cost more and take longer, but players stay longer.
An idea or references to games you like, Apple and Google developer accounts, and quick answers on design questions. We handle the rest.
We agree on the handover of code, materials and account access before work starts. Third-party licences and services are listed separately when needed.
We can prepare the prototype and metrics for a publisher conversation, but we can't guarantee a deal. For player acquisition, we can run ads and set up analytics.
Yes. We can do just the prototype, art, ad and analytics integration, or build and publishing. We agree scope and price separately.
Describe your business, the outcome you need and your current workflow. We will clarify the requirements and prepare a quote after your brief.