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Game development company in India.

Casual mobile games built in Unity — one clear mechanic, art that reads on a small screen, and monetisation designed in rather than bolted on at the end.

A mobile game lives or dies in the first thirty seconds. If a player cannot work out what to do without a tutorial, they leave, and no amount of art rescues it. So we build the core loop first, put it on a phone, and let somebody who has never seen it try to play.

Games are also the one thing we will talk you out of most often. A game is a product with an audience problem, not a client problem — it needs marketing spend to find players, and that budget has to exist before the build starts. We would rather say that at the first call than after you have paid for a build.

Games

What we build

We build casual and hyper-casual mobile games. We do not build console titles or large multiplayer worlds, and we will say so rather than take the work.

Hyper-casual games

One mechanic, instant to understand, endless runs. Built to be tested cheaply — you make several, you find out which one holds attention, you put money behind that one.

Casual puzzle and arcade games

Levels, progression, difficulty that ramps properly. More content to build, but players stay for weeks instead of minutes.

Simulation and idle games

Upgrade loops, offline earnings, prestige systems. Long-lived if the maths behind the economy is right, and worthless if it is not.

Branded and promotional games

A simple game carrying a brand, used at events or in a campaign. Short build, clear purpose.

Educational games

Learning wrapped in a game loop, for schools, coaching centres and training. Judged on whether anyone chooses to play it twice.

What we build it with

Unity, C#

The default for mobile games, and the right one for almost everything we build. Both platforms from one project, and a huge ecosystem of tools that already work.

2D and 3D art

Made to read on a five-inch screen held at arm's length. Detail that disappears at that size is detail nobody paid for.

Ad and purchase integration

AdMob, Unity Ads and in-app purchases, built into the design instead of layered on afterwards, so the game does not feel like an ad delivery system.

Analytics

Where players stop, which level loses them, what they do before they leave. Without this you are guessing, and guessing about a game economy is expensive.

How a game project runs

1

The loop

We build the core mechanic first, with placeholder art, and put it on a phone. If it is not fun grey, it will not be fun painted.

2

Art direction

Once the loop holds up, the look is designed — characters, environment, interface, icon.

3

Content

Levels, difficulty curve, progression. This is the longest stage and the one most often underestimated.

4

Monetisation

Ads and purchases placed where they do not interrupt the moment a player is enjoying. Placement decides revenue more than rate does.

5

Testing

On low-end Android phones, because that is where most Indian players are and where frame rate problems appear first.

6

Store launch

Icon, screenshots, video, listing text and submission. The store listing is a large part of whether anyone installs it.

What decides the cost

Game budgets vary more than any other kind of project, because a game is only finished when it is fun and that is not a fixed number of hours. What moves it:

How many levels

Content is the bulk of the work in a casual game. Twenty levels and two hundred are different projects.

2D or 3D

3D costs more at every stage — modelling, animation, lighting, and performance work on cheap phones.

Whether art is original

Custom characters and environments cost more than adapting an existing style, and they are the reason a game looks like yours.

Multiplayer

Anything real-time between players adds servers, sync and a whole class of problems that single-player games never meet.

Economy and progression

An idle or upgrade game needs its maths balanced and retested. This is design work, and it is real.

Live operations

Events, seasons and new content after launch are ongoing work, not a one-off build.

Who this is for

A good fit

  • You have a marketing budget for the game as well as a build budget.
  • You want to test a simple idea cheaply before committing to a big one.
  • You need a branded game for a campaign or an event.
  • You want somebody who will tell you when the loop is not fun yet.

Probably not a fit

  • You want a console game or a large multiplayer world. That is not what we do.
  • You expect the game to find players on its own after launch.
  • You want a copy of a chart-topping game, which is both a legal and a commercial problem.

Questions we get asked

How much does it cost to make a mobile game in India?

Far more variably than an app, because a game is finished when it is fun rather than when a feature list is ticked off. A single-mechanic hyper-casual game is modest. A levelled 3D game with progression and multiplayer is a different order entirely. We scope the loop and the content count first.

How long does a mobile game take to build?

A hyper-casual prototype can be playable quickly. A finished casual game with levels, art, monetisation and store launch takes months, and the content stage is what takes the time.

Do you use Unity or Unreal?

Unity, for mobile. It is lighter on phones, faster to build with, and the tooling around ads and in-app purchases is more mature. Unreal earns its place on high-end 3D, which is not what we build.

Will my game make money?

Honestly, most mobile games do not. Revenue comes from retention and volume, and volume comes from marketing spend. We will build you a good game; we will not promise you an audience, and you should distrust anyone who does.

Can you publish it for us?

We handle the store submission, listing, icon and screenshots, and the review process. The developer account stays in your name so the game remains yours.

Do you do the art as well?

Yes — 2D and 3D, characters, environments and interface. If you already have an artist we work to their style guide instead.

Tell us about the game.

We will tell you whether the loop works before anyone talks about budget.

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