We're UpFlyDev. We've been building software for twenty-something years now, for huge household names and for tiny two-person startups. Honestly? It's gotten pretty hard to surprise us.
New product? Old codebase nobody wants to touch? An AI idea you can't quite pin down? Bring it over. We'll find the smartest way to get it done, no drama, no wasted budget.
We move fast, keep things simple, and build stuff that just works.
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.
Browser games live or die in the first sixty seconds. We build for that minute, then for the hundred sessions after it.
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.
Tight, single-mechanic playables sized for ad networks, YouTube Playables, Facebook Instant Games, and Telegram Mini Apps. One codebase, several export targets.
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.
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.
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.
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.
We ship our own games, and they run right here on this site. Two very different stacks, one bar: fast, quiet, and fun on a phone.
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 Android app on Google Play and the upcoming iPhone and iPad app. Free, no ads, no account.
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.
Games are prototyped, not specified. You'll be playing something in the first two weeks.
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.
Levels, difficulty curve, saves, sound, and the first real art pass. Weekly builds you can open on any phone.
Performance on low-end devices, load time, localization, and whichever wrappers you need: web, stores, playables.
We deploy, watch the numbers, and keep shipping: new levels, seasonal content, store updates, or a clean handover to your team.
Not a portfolio of mockups. Lumen and Solar Puzzles are playable on this site and on Google Play, Solar Puzzles is on the App Store too, and all of it was built by the same people you'd be working with.
One build for the browser, the App Store, Google Play, and playable platforms. You pay for one game, not four.
Asset budgets, lazy loading, and frame timing are decided up front. We test on the devices your players actually own.
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.
Kids Category, COPPA-style data handling, and store privacy declarations handled by default, not patched in after a rejection.
Plain TypeScript when that's enough, an engine when it earns its place, WebAssembly when the game already lives in another language.
Everything clients ask us, minus the runaround.
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.
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.
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 its way to the App Store.
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.
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.
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.
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.
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