We Publish Our Own, and We Build for Other People
Both matter, and for a reason that isn’t obvious from the outside.
A studio that has only ever done work-for-hire optimizes for the spec. A studio that has put its own titles through a CPI test optimizes for the number that decides whether the game lives. We’ve done both, which means when we push back on a mechanic in week two, it’s usually because we’ve already watched a similar one fail a test.
Hypercasual: Built for the Test, Not the Launch
Hypercasual production is a different discipline from game development generally, and studios that treat it like a small version of a big project consistently miss.
The build exists to answer one question, does this mechanic acquire users cheaply enough, and everything else is deferred until it has. One mechanic, legible in the first three seconds, no tutorial, no menu the player has to understand before they’re playing. The art direction serves the ad creative, not the other way around.
What matters on our side is turnaround. A publisher’s testing calendar doesn’t wait, and a prototype that arrives after the test slot is gone is worth nothing, however good it is.
Hybrid-Casual: Where the Meta Layer Earns Its Keep
The market moved, and pure hypercasual economics stopped working for most portfolios. Hybrid-casual is what came next: the same instantly-legible core loop, with enough depth underneath it that a player is still there on day seven.
That means progression systems, upgrade trees, soft and hard currencies, collection or base-building layers, and a monetization model that runs IAP alongside rewarded video rather than living on interstitials alone.
The engineering shifts too. A hypercasual prototype can be disposable. A hybrid-casual title needs an economy you can retune after launch without shipping a build, save data you can migrate, and a live-ops surface that lets you run an event without an engineer.
.io and Real-Time Multiplayer
This is where most casual studios stop, and where we don’t.
Hole IO was built as a real-time multiplayer mobile game on Photon PUN 2, with a lobby system, live leaderboard, joystick controls, and the detail that actually decides whether an .io game feels good; bots that take over when a player disconnects, so a match doesn’t collapse the moment someone’s connection drops on the metro.
Anyone can put a leaderboard in a game. Keeping an arena match coherent across mobile connections of wildly different quality is the hard part, and it’s the same problem set we solved at a larger scale in our browser-based multiplayer FPS. Gunmaster IO came out of the same line of work.
Idle and Clicker
Different loop, different maths. Fishing Idle Clicker is representative: offline progression, exponential upgrade curves, and prestige mechanics that reset progress in a way that feels like a reward rather than a punishment.
Idle games are economy design problems wearing a game costume. Get the curve wrong and players either finish in two days or stall out in twenty minutes, and no amount of art fixes either.
How We Work With Publishers and Studios
Prototype sprints. You bring the mechanic or the reference; we return a testable build. Fast enough to fit a test slot, complete enough that the CPI number means something.
Full production. Prototype through soft launch to global release, including the meta layer, the economy, and the live-ops tooling your team will use after we’re gone.
Team extension. Our Unity engineers join your project under your leads for a milestone or a quarter. No recruitment, no notice periods, and they leave when the work does.
All of it runs on Unity, ships to iOS and Android, and stays under NDA from before the first call. IP transfers to you on final payment.
Work With Us
If you’re a publisher looking for prototype capacity, or a studio that needs a hybrid-casual meta layer built onto a core loop that’s already testing well, tell us the genre and the deadline.
Scope, team and a fixed quote come back within two business days.

Got a Game That Needs to Ship?
Send a design doc, a build, or three sentences and a reference game. We’ll come back with scope, team and a number.

