Mobile casual games,
shipped in 4–8 weeks
A finished game — not a prototype.
Built to your spec, and the code is 100% yours.
Worked with an NCSOFT-acquired mobile games publisher.
The problem
More games than your team can build
And every fast way to fix that costs you something.
The roadmap is full for months. The trend passes.
Hiring takes months. A permanent cost for an uncertain bet.
6–10 months, and you're not their priority.
Reused art. The test gives you a false answer.
They take your IP and build their vision.
One large payment. The team leaves. No LiveOps.
If you do not own it, you cannot change it.So we built a different way.
Who this is for
Same problem
three different costs
You publish games
You plan more titles than your team can build. The idea waits and the trend passes.
We work alongside you, so nobody leaves the game that already makes money.
You own an IP, not a game team
You have the audience and the launch dates. A bad game damages the brand, not just the budget.
You keep the source code, so the next character costs far less than the first.
Your product runs on new content
Your catalogue is the product. A game you licensed is a game you cannot change.
Built around your economy, and you can change it whenever your data says so.
Discipline
Many kinds of buyer
few kinds of game
We say no to AAA, mid-core and RPG · AR and VR · Roblox, UEFN and Fortnite · console and PC native.
Need one of those? Tell us anyway. We will introduce you to people in our network who do that work.
The third path
You own the vision
We own the delivery
A finished game, not a prototype
Playable in week 3. The next five weeks make it ready to launch.
Yours, with no lock-in
Code written from scratch, hosted in your cloud, with no tools you must keep paying for. Your team can change it without us.
We stay — and the next one costs less
LiveOps and updates after launch. You already own the platform code, so the second game is mostly a new core loop.
What you get
Anyone can say “studio quality”
here is what you actually get
Game design doc and Figma. We keep adjusting until it is the game you wanted.
A real APK you can play. For most studios this is the final delivery.
Progression, admin panel, your SDKs, A/B testing, polish and QA.
Soft launch, then we improve it using real data.
Most studios stop at week 3. For us it’s week 3 of 8.
In every build
- Core gameplay built from scratch, not a reskin
- Economy tuned to a difficulty curve
- Admin panel: change values without a new release
- A/B infrastructure and feature flags
- Your ad, analytics and publishing SDKs
- Backend and cloud save, hosted in your cloud
- Works offline, syncs when back online
- Translations load from the backend
- Tutorial, sound, polish, QA on many devices
“How many levels does it launch with?”
It depends on the type of content, not on the budget. 30 boards made by hand and 1,500 generated ones take the same effort.
We also build the tool that creates the content, and you keep that tool.
Proof
Shipped in weeks, not quarters
Real builds, real screenshots. The blurred one is our NCSOFT-acquired publisher reference, under NDA.
Word Master
6 weeks · published by Playcus
Lootus
8 weeks · arena crystal brawler
Witch Match
4 weeks · tactile match 3D

Jigsaw — EU casual publisher
8 weeks · NCSOFT-acquired publisher
Have a concept worth testing? Let’s spend 15 minutes on it
Book a 15-min introHow we work
Nothing is hidden
a playable build every week
Time & material, pinned to milestones, billed for hours actually worked — and you have the repo from day one.
You send the brief. You get an estimate and timeline, split by milestone.
A playable build every week. We connect your SDKs along the way.
One or two countries first. We review metrics daily and tune D1, D7 and ARPDAU.
We hand everything over with documentation, or we stay. You decide.
Contact
Tell us your concept on a 15-min call
No forms, no sales team. Walk us through your concept on a quick call. If it fits, you get a production plan in 3 to 5 days — scope, milestones, timeline, T&M. NDA first if you prefer.