You bring the idea. We build the game: tight gunplay, real online matches and a build you can put in front of players on Steam or the app stores. Start small with an MVP that proves the fun, get a fixed price in 48 hours, and own 100% of the code.
None of these are about talent. They are about the order things get built in, and they are all avoidable.
A single-player shooter that "will get online later" usually has to be rebuilt. We design for the network from the first sprint.
Recoil, hit feedback, sound and frame pacing decide whether a shooter feels good. We tune feel early, while it is cheap to change.
Ten maps, five modes and a battle royale before anyone has played a match. An MVP proves the loop first, then you scale.
Hosting and anti-cheat costs discovered after launch. We estimate them before you commit, at your real player numbers.
Built in Unity, so the same game can run on PC, Steam, iOS and Android.
Movement, weapons, recoil, hit markers, damage and audio feedback tuned until shooting feels right.
Lobbies, matchmaking and synced combat with Photon or Unity Netcode, with lag compensation for fair hits.
Team deathmatch, free-for-all, capture point or your own mode, on maps designed for readable sightlines.
Mouse-and-keyboard and controller support, graphics settings, Steamworks integration and store submission.
Touch controls and aim assist designed in from day one, tuned to hold framerate on mid-range phones.
Accounts, loadouts, unlocks, leaderboards and analytics, so you can see what players actually do.
Fixed prices agreed up front, paid by milestone. Every package includes an NDA, a project manager, weekly playable builds and 100% source-code ownership.
You have an idea, not a plan. Leave with a design and a real price.
Credited to your build if you go ahead
A playable online match to test the gunplay and pitch to players or investors.
Typically 3–5 weeks
A shooter real players can download, play online and give you feedback on.
Typically 8–12 weeks
A full multiplayer shooter for a commercial launch and ongoing updates.
Quoted after an Idea Sprint or call
Planning a battle royale or 64-player matches? Tell us. We will scope it honestly, including whether an MVP should come first.
500+ titles since 2018, including fast 3D action games on iOS and Android. Look at the work before you talk to us.
Combat, enemies and missions on mobile, like Assassins Battleground Survival and Gotham City 3D.
Read how we think about it in FPS, refresh rate and player experience. Smooth frame pacing is half of good gunfeel.
Our guide to porting a mobile game to PC and Steam covers controls, UI and Steamworks.
A few lines is enough: the fantasy, the platform, how many players. NDA first if you want one.
Scope, milestones and a price that does not move unless you change the scope.
A new playable build each week. Jump into matches with us and steer the feel early.
Store submission handled, then full source code and assets handed over to you.
We sign before any detailed discussion of your idea.
Full source and assets transferred. No licensing, no revenue share.
Pay as work is delivered and approved.
Progress you can play, not slides.
It depends mostly on player count, number of maps and modes, and art. A playable online prototype starts at $2,499 and a Steam- or store-ready MVP starts at $7,999. Battle royale, large player counts, dedicated servers and live-service features are quoted individually. Market rates for full multiplayer games typically run from $150,000 upward, which is why we recommend proving the core loop with an MVP first.
A playable online prototype usually takes three to five weeks. An MVP with finished art, two modes and Steam or store builds usually takes eight to twelve weeks. You get a playable build every week, so you can test the gunplay and netcode yourself as it develops.
Pick the platform where your players already are. PC and Steam suit competitive and mouse-and-keyboard shooters and make it easier to run a public playtest. Mobile suits shorter sessions and needs touch controls and aim assist designed in from the start. We build in Unity, so a game can go to the second platform later without starting again.
MVPs are built for small, fast matches, typically up to 10 to 16 players, using a relay service such as Photon or Unity Netcode. Larger player counts, battle royale and competitive ranked play need dedicated servers, which we scope separately, including the monthly hosting estimate.
For the Launch package we move hit validation to the server and can integrate a third-party anti-cheat service. Relay services have a free development tier, and before launch we give you an estimate of monthly server cost at your expected player numbers, so there are no surprises.
Yes. Start with the Idea Sprint: in one week we turn your idea into a short game design document, a feature list cut down to a realistic MVP, and a fixed price for the build. If you go ahead, the Sprint fee is credited against the build.
You do. Every package includes 100% of the source code, assets and IP, with an NDA before any detailed discussion. Nothing is licensed back to us and there is no revenue share.
Get a realistic number on your own first, or read how we approach it.
A few lines is enough. You will have a scope, timeline and fixed price within 48 hours. If an MVP should come first, we will tell you.
We will review it and reply within 24 hours. Want to lock in a time now?
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