Services / Game development
A game people finish, and you own it.
We build browser games from £2,500 — playable, monetisable, and handed over completely. £2,500 buys one mechanic done properly; £5,000 buys accounts, a server leaderboard and progression; anything larger is quoted before we start. You get the source, the assets and every penny it earns. No revenue share, no licence, nothing to keep paying.
from £2,500
full handover · no revenue share
What it costs
One mechanic
£2,500
single screen, done extremely well
- One core mechanic, tuned until it is genuinely fun
- Scores, and a reason to play again
- Monetisation hook wired in and working
- Desktop and touch, both designed
- Full source and asset handover
A real game
£5,000
accounts, leaderboards, progression
- Everything in one mechanic
- Player accounts and a server-side leaderboard
- Progression, unlocks and multiple modes
- Anti-cheat on score submission
- Admin panel to run it — ban, reset, feature
Bespoke
Quoted
multiplayer, economy, live ops
- Real-time multiplayer
- An in-game economy with real money in it
- Live operations — events, seasons, balancing
- Quoted before anything starts, never hourly
Built the way the catalog is built
It has to be fun first
The mechanic is prototyped and played before any art exists. A game that is not fun cannot be rescued by how it looks, and finding that out early is the whole point of doing it in that order.
It runs in a browser
No install, no store, no approval process, no 30% cut. A link is the whole distribution model — which is also why it is a genuinely good marketing object.
It loads fast enough to be played
Built on the same static stack as everything else here. A game that takes eight seconds to load is a game nobody plays, however good it is at second nine.
Monetisation that suits the game
Display ads, a paid unlock, or tokens. We will tell you which fits and whether the numbers are worth it, rather than wiring in all three and letting you find out.
Yours, completely
Source, assets, deploy. Sell it, reskin it, licence it. No revenue share and no ongoing fee — the handover is the end of the transaction unless you want upkeep.
Play one before you buy one
The games at /games are free, need no account, and were built exactly this way. Playing one is a better argument than anything on this page.
The questions people actually ask
- Do I own the game?
- Completely. Source, assets, the deploy — handed over. Sell it, reskin it, licence it, put it on your own domain, walk away with it. There is no revenue share and nothing to keep paying us.
- How do I make money from it?
- It ships with a monetisation hook wired in and working — your pick of display ads, a paid unlock, or in-game tokens. Which one suits depends on the game, and we will tell you honestly if the answer is that this particular idea will not earn.
- Why is a game £2,500 when another game is £5,000?
- Because 'a game' spans two orders of magnitude of work. £2,500 buys one mechanic done extremely well — a single screen, scores, a hook. £5,000 buys accounts, a server leaderboard, progression and multiple modes. Quoting one number for both would mean underpricing one and frightening off the other.
- Does it work on a phone?
- Yes, or we do not ship it. Touch controls are designed rather than bolted on, and a game that only works on a laptop throws away most of the audience it needed.
- Can I see one first?
- Yes — there are free ones at /games, built exactly this way, with no sign-up and no install. Play them before you decide anything.
- What if my idea is bad?
- We will say so before you spend anything. A game that is not fun cannot be fixed with art, and the honest conversation is cheaper for both of us at the brief stage than at the launch.
Play the ones we already built. Then tell us what yours does.