Games that open in a tab and just play
An HTML5 and web games studio inside a software agency. We build browser games, playable ads, and instant games, and we take the same build to the App Store and Google Play. No install, no plugin, no waiting. Play the ones we made for ourselves before you decide anything.
Small download, big first minute
Browser games live or die in the first sixty seconds. We build for that minute, then for the hundred sessions after it.
Browser & HTML5 Games
Puzzle, casual, arcade, word, and board games that load fast, run on a five-year-old phone, and keep the player's progress without an account.
Playable Ads & Instant Games
Tight, single-mechanic playables sized for ad networks, YouTube Playables, Facebook Instant Games, and Telegram Mini Apps. One codebase, several export targets.
Educational & Kids' Games
Learning games for schools, publishers, and museums: gentle difficulty curves, no dark patterns, and privacy that passes a parent's inspection and the Kids Category.
Web Games in the App Stores
The same build wrapped for iOS and Android with Capacitor: icons, splash screens, in-app purchases, store listings, and review handled. Ship once, publish everywhere.
HTML5 Ports & Rebuilds
Flash titles, aging Unity WebGL builds, games stuck on a dead engine. We rebuild them on a modern web stack and keep the feel players remember.
Game Backends & LiveOps
Cloud saves, leaderboards, daily puzzles, remote config, and analytics: a small service that's cheap to run, built only when the game actually needs it.
Play what we built
We ship our own games, and every one of them is a click away. Four games, from 3D physics to Kotlin compiled to WebAssembly, one bar: fast, quiet, and fun on a phone.
A mirror puzzle in TypeScript
Place and rotate mirrors to guide a beam of light to the crystal. Built with React and TypeScript, rendered on the web, with four languages and progress saved in the browser. The very same codebase is wrapped with Capacitor for the iPhone and iPad app on the App Store and the Android app on Google Play. Free, no ads, no account.
Puzzles generated, then proved solvable
A nonogram game where no grid is drawn by hand. A script generates every puzzle and the test suite solves each one by line logic before it ships, so no board ever asks a player to guess. The rules are pure TypeScript with no DOM in them, which is what makes that check cheap to run on every change. One codebase: it plays in a browser tab, and the iPhone and Android apps wrap the same files with Capacitor.
Real 3D physics in a browser tab
A circus cannon game on three.js and cannon-es, where every block tumbles, slides and bounces its own way. Before a release, a test bot fires at every handcrafted stage and must clear it within its shot budget. On Android the game picks its own resolution, so a modest phone holds 55 to 60 fps through a collapse. The browser demo and the iPhone and Android apps share one codebase, wrapped with Capacitor.
Kotlin games compiled to WebAssembly
Five space puzzles for kids, one Kotlin Multiplatform codebase. The iPhone and Android apps and the browser version share the same game code; the web build compiles to WebAssembly and runs in the tab with no install. Kids Category: no ads, no sign-in, nothing collected.
From a mechanic to a launch
Games are prototyped, not specified. You'll be playing something in the first two weeks.
Find the fun
A free scoping call, then a rough playable of the core mechanic. If it isn't fun with placeholder art, no amount of polish will fix it.
Build the loop
Levels, difficulty curve, saves, sound, and the first real art pass. Weekly builds you can open on any phone.
Polish & package
Performance on low-end devices, load time, localization, and whichever wrappers you need: web, stores, playables.
Launch & update
We deploy, watch the numbers, and keep shipping: new levels, seasonal content, store updates, or a clean handover to your team.
Engineers who ship games
Our own games are live
Not a portfolio of mockups. Lumen and Solar Puzzles are playable on this site, on the App Store and on Google Play, and all of it was built by the same people you'd be working with.
Web-first, then everywhere
One build for the browser, the App Store, Google Play, and playable platforms. You pay for one game, not four.
Fast on cheap phones
Asset budgets, lazy loading, and frame timing are decided up front. We test on the devices your players actually own.
Twenty years of software behind it
Backends, payments, analytics, CI/CD, store bureaucracy: the parts of a game that aren't the game, done by people who do them all day.
Privacy that passes review
Kids Category, COPPA-style data handling, and store privacy declarations handled by default, not patched in after a rejection.
The right tool for each game
Plain TypeScript when that's enough, an engine when it earns its place, WebAssembly when the game already lives in another language.
Before you build a game
Everything clients ask us, minus the runaround.
How much does an HTML5 game cost?
A single-mechanic browser game or a playable ad typically runs from a few thousand dollars; a full puzzle or casual title with dozens of levels, saves, and store builds lands in the tens of thousands. Fixed quote after one scoping call, and we'll tell you what to cut if the budget is tight.
Will it run on phones, or only on desktop?
Both, from the same build. We design for touch first, test on real low-end Android phones, and keep the download small enough that the game opens before the player loses interest. Progress is saved in the browser, so people can come back later.
Can the same game go to the App Store and Google Play?
Yes. We wrap the web build with Capacitor, add the native bits the stores expect (icons, splash screens, in-app purchases, privacy declarations) and handle the submission. Our own Lumen is built that way: one codebase, a browser version, an Android app on Google Play, and the iPhone and iPad app on the App Store.
Which engine do you use: Phaser, PixiJS, Unity, something else?
Whatever fits the game. Most 2D titles are TypeScript on Canvas or WebGL, with Phaser or PixiJS when an engine earns its place. We've also compiled a Kotlin game to WebAssembly so the phone and browser versions share one codebase. For heavy 3D we'll talk about Three.js or Unity WebGL, and we'll say so if the browser is the wrong target.
Can you port an old Flash or Unity game to HTML5?
Usually. We take the original assets and rules, rebuild the game on a modern web stack, and keep the feel players remember. You get a title that runs on any device without plugins, plus a codebase your team can keep working on.
Do you build the backend too: accounts, leaderboards, daily levels?
Yes, when the game needs one, and we'll tell you when it doesn't. Many great browser games run with zero backend and a save in the browser. When you want leaderboards, cloud saves, daily puzzles, or analytics, we build a small service that's cheap to run and easy to hand over.
Your game, playable in weeks
Tell us the mechanic, the audience, and where it needs to run. You'll get a plan, a fixed price, and a rough playable before the full build starts.
Get a fixed quote