Games that leave the engine and reach the phone.
We make mobile games in Godot, with the same discipline as everything else: playable prototype first, art second, store publishing last. Six projects in development, and one made for this page that you can play right now.
Built for this page. One key, that's it.
Playable prototype first, art second.
Jump with a click, the space bar, or by tapping the screen.
- Godot 4, portrait 1080×1920, on the compatibility renderer so they run on Android without demanding a new phone.
- Playable prototype in the first weeks. If the mechanic isn't fun with grey boxes, art won't save it.
- Google Play and App Store publishing, with the listing, screenshots and declarations the stores require.
- Branded games for companies: your product as the mechanic, your logo in the store, your play metrics.
Six projects, each with its own mechanic
All have a real Godot project. None is published yet.
- Godot
Mahjong
Tile solitaire with a Greek mythology theme. The board is generated fresh every round and always has a solution, guaranteed by construction from the moment it is built. Levels 1 through 999,999.
- Godot
Tower Spore
Fast node-capture strategy. Fungal colonies produce spores and send them down mycelium threads. Portrait, one-handed.
- Godot
Eat the World
An isometric hole that rolls through the city swallowing it and growing. Seeded semi-random maps.
- Godot
Altépetl
A city builder on a real isometric grid, set in an invented Mesoamerica. No PvP and no rush.
- Godot
The Sporegloam Chronicles
Real-time strategy on a living ecosystem: soil depletes, trees grow, fires tear through. For PC.
- Godot
Sincronía
A prototype with one rule: several pendulums at the same frequency, out of phase; you tap them until they swing as one.
A game with your brand in the store
A short game with your product as the mechanic is a piece of marketing people open every day. We design it, build it, publish it under your account and hand you the metrics: installs, sessions, retention.
- One-key mechanic, one-minute rounds
- Your brand on the character, the scenery and the listing
- Leaderboard, weekly challenges and reward codes
- Play metrics on your dashboard
Questions worth answering before automating
Scope, return, data, integrations and infrastructure, with concrete answers and visible boundaries.
Q/01How much does it cost to develop a mobile game?
A one-mechanic game with original art, a leaderboard and publishing on both stores ships in two to three months. The playable prototype comes out in the first weeks and that's where the project's continuation is decided, so the expensive art is only paid for on a mechanic that already works.
Q/02Why Godot?
Godot is a free engine with no royalties or per-install fees, and good performance on mid-range Android phones. We use it on all six of our own projects, so the code, the tools and the pitfalls are already familiar.
Q/03Do you publish the game on Google Play and the App Store?
Yes, under your developer account or ours. We handle the listing, screenshots, content rating, data declarations and the closed testing Google requires before production. We've already done it with two published apps.
Q/04Can a game help sell more?
It gets people opening your brand daily and captures their email or phone in exchange for an in-game reward. The number to measure is day-seven retention and codes redeemed in your store or branch.
Find the process costing you the most margin
Tell us where work repeats, where information gets lost and which metric moves the business. We'll tell you what to measure first and whether automation makes sense.
First review at no cost. We answer within one business day.