From a one-screen utility to a multiplayer game with its own servers. We design, build, launch and run mobile apps and games for iOS, Android, web, desktop, console and VR, in whatever engine or language the project calls for. Fixed quote first, and the code is yours when we finish.
One project can target several of these at once. We tell you which combination is cheapest to build and cheapest to keep updated.
iOS
iPhone and iPad, Swift and SwiftUI, App Store submission handled.
Android
Phones, tablets, foldables and TV, Kotlin and Compose, Play launch included.
Web
Browser games and progressive web apps that install like native ones.
Windows & macOS
Desktop apps and game builds, signed, notarised and store-ready.
Linux
Native builds, Steam Deck compatibility and the servers your game runs on.
Consoles
Ports and native titles for the major consoles through their developer programmes.
VR & AR
Headset experiences and phone AR, from training simulations to games.
Backend & servers
Game servers, APIs, accounts, payments and analytics, hosted and monitored by us.
How it fits together
Clients on every screen, one backend we run
Apps and games talk to services: accounts, matchmaking, leaderboards, saves, payments, push. We build those services and host them on our managed infrastructure, so there is one team for the code and the servers.
Realtime multiplayer with dedicated or relay servers
Accounts, cloud saves and cross-platform progress
In-app purchases, subscriptions and receipts
Crash reports, analytics and remote config
What we build
Six kinds of work we take on
If yours doesn’t fit a box, describe it anyway. We have built things that did not have a name yet.
Native mobile apps
iOS and Android apps that feel like they belong on the device: offline first, push notifications, camera, payments, maps and the platform features users expect.
iOSAndroidApp Store & Play launch
Cross-platform apps
One codebase, every screen. When the budget or the timeline calls for it, we build once and ship to phone, tablet, web and desktop together.
FlutterReact NativeKotlin Multiplatform
2D & 3D games
Casual, arcade, puzzle, RPG, strategy or shooter. Mechanics, levels, art integration, sound, monetisation and store submission, from prototype to release.
UnityUnrealGodot
Multiplayer & game backends
Matchmaking, leaderboards, accounts, saves, in-app purchases and live events. Real-time servers designed, built and hosted on our own infrastructure.
Realtime serversLeaderboardsLive ops
Desktop, console & VR
Windows, macOS and Linux builds, console ports and VR experiences. The same team, the same process, a different target.
Windows / macOS / LinuxConsole portsVR / AR
Ports, rescues & live ops
Inherited an unfinished project? Need a game moved to a new engine version, or an app rebuilt for the latest OS? We read what is there and carry on.
A paragraph, a sketch or a reference game is enough. We ask the questions that decide platform, engine and scope.
2
Prototype and fixed quote
For games we often build a playable slice first. Either way you get a written scope, a fixed price and a delivery date before the real build starts.
3
Build in the open
TestFlight, Play internal testing or a desktop build every sprint. You play it as it grows and feedback lands while it is cheap to act on.
4
Launch and keep it alive
Store listings, review submissions, backend on our servers, crash and analytics dashboards, then updates and live ops for as long as you want them.
What you can count on
The parts of app and game work that usually hurt, handled
Any platform, any languageWe pick the stack that suits the project and your team, not the one we happen to like. If you already have code, we work in it.
The price doesn’t moveThe quote is the invoice. New features are priced before they are built, never discovered on the bill.
Everything is yoursSource, assets, store accounts, certificates and backend infrastructure sit in your name from day one.
Backends we also hostGame servers and app APIs run on the same managed infrastructure we sell, so latency, backups and security are designed in.
30 days of fixes after launchIf anything we shipped does not work as agreed in the first 30 days, we fix it at no charge.
Confidential by defaultYour idea stays yours. We are happy to sign your NDA before you share the details.
Have a build already? We can pick it up.
Half-finished projects, engine upgrades, store rejections and studios that stopped answering. Send us what you have and we tell you what is worth keeping.
Yes. Phone and tablet (iOS, Android), web, Windows, macOS, Linux, the major consoles through their developer programmes, and VR headsets. If a platform has an SDK, we can target it. Tell us where your users are and we recommend the cheapest route to reach them.
Which engine or language will you use?
Whatever fits: Unity, Unreal or Godot for most games; Swift and Kotlin for native apps; Flutter or React Native when one codebase makes sense; C++, C#, TypeScript, Python, Go or Rust for backends and tools. If you have an existing codebase we continue in it rather than rewriting it.
How do you price a game?
Games are quoted in stages. A short paid discovery or a playable prototype comes first, then a fixed price for the full build based on what we learned. Apps with a clear scope are quoted once, up front.
Can you handle the app store and console submissions?
Yes. Listings, screenshots, privacy forms, age ratings, review responses and, for consoles, certification requirements. Accounts stay in your name; we do the work.
Do you build the multiplayer backend too?
Yes, and we host it. Matchmaking, dedicated or relay servers, leaderboards, accounts, saves and purchases run on our managed infrastructure, with monitoring and backups included.
What happens after launch?
Thirty days of fixes at no charge, then a monthly care plan for updates, OS changes, live events and new content, or a quote whenever you need something.
Project brief
Tell us about your app or game
A few lines is enough. We reply within one working day with our questions, or a first estimate if we already have what we need.
No obligation. A quote costs you nothing, and you can walk away from it.
Developers read it. The people who would build it, not a sales script.