Games people can’t put down.
Mobile, mini and cross-platform games built with an obsession for game feel and performance — plus the LiveOps that keeps players coming back.
- 01Made by us
- GREYFALL, playable in your browser
- 02Engines
- Unity · Unreal · Cocos · Web
- 03Target
- A playable build in 3 weeks
Don't take our word for it — try it.
ORBIT is a 30-second game we made for this page: your pointer is a gravity well. Game feel, pacing, feedback — everything we obsess over, packed into half a minute.
ORBITA gravity game
You have 30 seconds. Feed the core.
- 01Move your pointer, or drag a finger. It’s a gravity well.
- 02Pull motes into orbit, then sling them into the core. Chain hits for combos.
- 03Gold motes score triple. Red shards cost a life.
Hand-written Canvas 2D, tuned for 60 fps. Nothing to download.
From one-minute mini games to cross-platform 3D.
3D & cross-platform
One codebase shipping to mobile, PC and the web — with a frame rate that keeps up with the visuals.
- Unity
- Unreal
- WebGL
Casual & mini games
Instant play, easy to learn and hard to put down: WeChat and Douyin mini games, H5 campaigns and casual mobile titles.
- Douyin
- H5
Art & VFX
One consistent art direction, brought to life with skeletal animation, shaders and particles — so every action lands.
- Spine
- Shaders
- Particles
We don’t just build games for clients. We make our own.
GREYFALL
A fall between black and white.
GREYFALL is our original browser action roguelite: monochrome pixel art, two weapons, upgrade cards between floors — and a different descent every run. Concept, design and code are all ours: the same craft we bring to your project.
- Type
- Original game
- Genre
- 2D action roguelite
- Platform
- Web browser (keyboard)
- Status
- Playable online
What we can build for you
Mobile & casual games
Hyper-casual to mid-core games for iOS and Android, designed around short sessions and long-term retention.
- Core loop & level design
- iOS & Android releases
- Ads & in-app purchases
WeChat & Douyin mini games
Instant-play games that live inside super-apps and spread through sharing, with a tiny first download.
- Lean first-load packages
- Sharing & friend leaderboards
- Platform review & release
Cross-platform 3D
Unity and Unreal projects that ship to mobile, PC and web from one codebase, tuned to hold frame rate on mid-range phones.
- Unity & Unreal Engine
- Mobile, PC & WebGL builds
- Performance profiling
Art, VFX & animation
Characters, worlds and UI in one consistent style, brought to life with Spine animation and custom shaders.
- 2D & 3D characters and scenes
- Spine skeletal animation
- Shader & particle effects
Multiplayer & backend
Real-time sync, matchmaking and secure servers that stay fair and stable when player numbers spike.
- Lockstep & state sync
- Matchmaking & rooms
- Server-side anti-cheat
LiveOps & analytics
Events, A/B tests and economy tuning driven by real player data, to grow retention and revenue after launch.
- Events & seasons
- A/B tests & dashboards
- Economy & monetisation design
Where it fits
- 01
Brand marketing
Branded mini games
Campaign games that turn media spend into play time, shares and qualified leads.
- 02
Education
Gamified learning
Lessons rebuilt as levels, streaks and rewards, so students practise because they want to.
- 03
Retail & F&B
Loyalty games
Spin-to-win, daily check-ins and collect-to-redeem games inside your app or mini program that bring members back in store.
- 04
Game studios
Co-development & porting
Extra capacity for art, features, optimisation or porting, slotting straight into your pipeline and tools.
What we bring
- Original game shipped and playable online — GREYFALL
- 1
- Target from concept to first playable
- 3 weeks
- Frame-rate target on mid-range phones
- 60 fps
* Figures come from our own products and public repositories; timelines and frame rates are typical targets, not guarantees.
Proven tools, reliable architecture
Engines
- Unity
- Unreal Engine
- Cocos Creator
- Godot
- Three.js
- HTML5
Languages
- C#
- C++
- TypeScript
- Lua
- HLSL / GLSL
Art & animation
- Spine
- Blender
- Maya
- Substance 3D
- Shader Graph
Servers & LiveOps
- Photon
- Go
- Node.js
- Redis
- ClickHouse
From idea to launch
- 0101
Concept & core loop
We define the core loop, target players and business model, and test it on paper or in a grey-box prototype.
- 0202
Playable prototype
A rough but playable build within weeks, to prove the fun before investing in art.
- 0303
Vertical slice
One level with final art, audio and feel — the quality bar for everything that follows.
- 0404
Production & QA
Content built in sprints, with weekly builds, performance budgets and real-device testing.
- 0505
Launch & LiveOps
Store and platform submission, a soft launch, then events and updates guided by live data.
Related work
Questions, answered
Scope above all: the number of levels and features, 2D or 3D, art style and volume of content, and whether you need multiplayer servers. We estimate from a concrete feature list and usually suggest a lean first version that proves the fun.
A branded mini game takes roughly 4–8 weeks, a casual mobile game 3–6 months, and mid-core or 3D titles longer. Either way, you’ll be playing a first build within the first few weeks.
You do. On final payment you receive the full source code, art source files and build pipeline. Third-party assets and plugins are licensed in your name or listed clearly with their terms.
Yes. We handle App Store, Google Play and mini-game platform submissions, then offer LiveOps and maintenance plans covering events, content updates, servers and OS compatibility. For releases in mainland China we prepare the technical materials for software copyright and game licence applications; approval rests with the regulator.
Cocos Creator suits lightweight mini games, Unity covers most mobile and cross-platform projects, and Unreal shines in high-fidelity 3D. We recommend based on your platforms, art direction and who will maintain the game — not on habit.
Ready to give your idea some gravity?
Tell us what you want to build. We'll reply within one business day with an initial approach and a budget range.
