Delivered under non-disclosure. Names, architecture and metrics stay with the client — references on request.
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iOS and Android games built for engagement and monetization — from hyper-casual to mid-core. Unity and Flutter Game Engine, App Store and Play Store submission included.
Simple one-touch mechanics, fast session times, and ad monetization — designed to scale to millions of downloads with UA campaigns.
Level-based match-3, word, or logic games with progression systems, daily challenges, and event mechanics for retention.
Base building, resource management, or turn-based strategy with social features, guilds, and live events.
Fast-paced touch-controlled arcade games with leaderboards, challenges, and cosmetic monetization.
Gamified learning apps for children or adults — curriculum-aligned, with progress tracking and parent/teacher dashboards.
Augmented reality games using ARKit (iOS) and ARCore (Android) — location-based, marker-based, or surface-detection experiences.
Cross-platform build for iOS and Android from one codebase
Monetization setup: in-app purchases, rewarded ads, subscriptions
Analytics integration: retention, session length, ARPU tracking
Push notification system for re-engagement
Leaderboard and social sharing features
App Store and Google Play submission with optimized store listing
Performance optimization for low-end devices
COPPA/GDPR compliance for games targeting children
Games players actually download and keep playing.
A mobile gaming publisher needed a hyper-casual title ready for a seasonal UA campaign launch. Previous titles had weak D1 retention below 30%, limiting UA efficiency. The new title needed D1 >40% to be campaign-viable.
Unity hyper-casual puzzle with a core mechanic validated in a 1-week prototype phase. Soft-launched in 3 markets for 2 weeks to tune D1 retention before global launch. AdMob rewarded + interstitial ad implementation.
1.2M downloads in month 1. D1 retention: 47% (above 40% target). D7 retention: 22%. eCPM beat publisher's benchmark by 31%. Featured in App Store "New Games We Love" section.
An EdTech startup had a curriculum for teaching mathematics to ages 7–10 but no game — they were distributing worksheet PDFs. They needed a gamified version that would drive daily engagement without mandatory use.
Unity educational game with adaptive difficulty, daily challenge system, parent dashboard showing progress by skill area, push notification re-engagement, and leaderboards scoped to classrooms.
12,000 active students in 6 months (zero paid UA). D30 retention: 38% — unusually high for the category. Partnered with 4 national educational publishers for content integration.
An indie studio had designed a turn-based strategy concept they wanted to monetize via IAP but had no mobile development expertise. They needed a partner who could handle full production and live operations.
Full Unity development: strategic map, unit system, base building, async multiplayer with Photon, guild system, seasonal events, and a battle pass monetization model. Soft launch → global launch pipeline.
$180,000 revenue in year 1 from IAP and season passes. 24,000 registered players. D90 retention: 14% — strong for mid-core. Guild system driving 60% of session starts.
4–8 weeks
10–18 weeks
16–28 weeks
Core mechanic, art style, monetization model, and UA strategy — documented before any prototype work.
1 weekPlayable core loop in Unity — evaluated for fun factor and performance on real iOS and Android devices.
2–3 weeksFull content, UI, audio, and backend built in milestone sprints. You play builds on real devices every sprint.
4–20 weeksStore submission, ASO setup, soft launch analytics review, and live operations support after global launch.
OngoingNo two briefs are alike — the requirements never are — so we design for yours instead of assembling from templates. Your names, architecture and numbers stay yours: an NDA is our default, not an exception. Send us yours before the first technical call and we will sign it.
Delivered under non-disclosure. Names, architecture and metrics stay with the client — references on request.
A hyper-casual game starts at $3,000 (4–8 weeks). A casual or mid-core game with progression and IAP starts at $10,000 (10–18 weeks). A multiplayer game with live operations starts at $25,000 (16–28 weeks).
Yes. We use Unity which targets both platforms from a single codebase. Both iOS and Android builds are tested on real devices throughout development, not just in simulators.
We implement the monetization model you choose: AdMob for ad-based games (banner, interstitial, rewarded), Apple StoreKit 2 and Google Play Billing for IAP, or subscription billing. We also set up A/B testing for pricing optimization.
We integrate GameAnalytics or Firebase Analytics for player behavior tracking (session length, retention D1/D7/D30, funnel analysis, ARPU). AppsFlyer or Adjust for attribution if you run paid UA campaigns.
Yes. We structure the game for live operations — levels and content stored on a backend, updated without an app store release. We also support seasonal events, new mechanic additions, and balance patches.
Share your concept and monetization goals — we'll send a GDD outline and estimate within 48 hours.