Your game, built by the team that ships ours
We design, draw, score, build, launch and run games for brands, schools and businesses. One team from the first idea to the store listing, and the updates after.
Games for every kind of brief
Each one we have already shipped in our own games, so you're not paying for us to learn.
Branded and promotional games
A short, replayable game around your product or campaign, with your colours, characters and prizes. Same art and sound pipeline as our store titles.
Learning games
Maths, words, memory and quizzes that children and students want to finish, with progress a teacher or parent can see. Number, word and memory games already live in Game Collection.
Sports games
Cricket, football and racing with fair, server-decided results and commentary in your players' language. NPL Cricket League: online T20 with Nepali and English commentary.
What you get
Everything a game needs, from one team
Game design and original art
Rules, levels and every screen, drawn for your game. No stock packs.
Sound and music
Effects, music and voice lines, balanced so the game sounds real.
iPhone, Android and web
One game, built for the stores and the browser.
Online server
Rooms, matchmaking, accounts and anti-cheat, with the server deciding results.
Lumi AI opponents
A computer opponent tuned to your game, so it's never empty.
Admin dashboard
Players, reports, live settings and maintenance, managed by your team.
Store launch
Listings, screenshots, ratings, privacy forms and review, handled for you.
Updates after launch
Fixes, new content and events, shipped over the air in days.
Judge us by our own games
Three titles we designed, drew, built and launched ourselves. Yours gets the same team.
Five steps, with a playable game early
- Step 1
Brief
Your goal, your players and where they play. We agree what success looks like.
- Step 2
Playable prototype
A rough but playable version early, so decisions are made with a game in hand.
- Step 3
Build
Art, sound, levels, the online server and your admin dashboard, shown to you as it grows.
- Step 4
Launch
Testing on real phones, store listings and review, then live on the App Store, Google Play or the web.
- Step 5
Run and grow
Updates, events and new content, with player numbers you can see in your dashboard.
Platforms
One game for iPhone, Android and the web
Built once for the stores and the browser, so your players can start wherever they are.
- Apps on the App Store and Google Play
- Web versions that open from a link, no install
- Online rooms that work across all three
- iPhone and iPad
- Android
- Web browser
Built for the way you reach people
Questions
Before you ask
Anything else, write to us and a person from the team will answer.
What do you need from us to start?
Your goal, who the players are and where they will play. A reference game or a sketch helps but isn't needed. We turn that into a written plan before any build starts.
Who owns the game?
That's agreed up front in the contract. Most clients own their game's brand, art and content; where we reuse our own engine, you get a licence to it for your game.
Can you publish it under our name?
Yes. We can publish on your App Store and Google Play accounts, or ours on your behalf, and handle listings, ratings, privacy forms and review.
Do you build multiplayer?
Yes. We run our own online servers for rooms, matchmaking and accounts, and the server decides results so matches stay fair.
What happens after launch?
We can keep running it: fixes, new content, events and an admin dashboard so your team can see players and change settings live.
How much does a game cost?
It depends on scope: a short web game is very different from an online multiplayer title. Tell us what you have in mind and we'll come back with options and a timeline.
Tell us about your game
A few lines are enough to start: what it's for, who plays it, and when you need it.


