Taking briefs · São Paulo, BR / Scope & price back in 48 hours

Tiny games,
built for your brand

Game development services from a 14-year indie studio in São Paulo that ships small games fast. 20+ titles, 1.5M+ downloads, games live on Steam and mobile. We build your branded game, your white-label production, your Unity feature or your Steam port, with the polish of a studio that ships its own products.

14
Years shipping
20+
Titles released
1.5M+
Downloads
Steam · Mobile
Live platforms
Game development services

Four ways to work with us.

Branded games, white-label production, Unity co-development and Steam porting. Fixed scope, fixed price, a timeline with buffer in it. Pick the shape that fits, or describe the problem and we'll tell you which one it is.

01 For campaigns & activations that need to be played, not watched

Branded games and advergames

Custom mini-games for campaigns and activations. Web or mobile, playable in seconds, built around your brand instead of pasted onto it.

  • Web (mobile-first) or native iOS & Android builds
  • Playable in seconds — no install, no tutorial wall
  • The product becomes the mechanic, not a loading-screen logo
  • Leaderboards, share cards and campaign metrics baked in

The best ones make the product the mechanic: not a logo on a loading screen, but a game you cannot separate from the brand.

Typical build · 2 to 6 weeks Request a quote
Send a brief →
02 For agencies, publishers & studios shipping under their own name

White-label game production

Reskins, prototypes and complete small games delivered under your brand or your studio's. You own the product, you own the store listing, you own the relationship.

  • Complete small games, reskins or playable prototypes
  • Source project handed over — no black boxes
  • Store-ready builds for your developer account
  • Our name appears nowhere
Typical build · 3 to 8 weeks Quoted per scope
Ask about scope →
03 For studios & product teams that need senior hands, fast

Unity development & co-development

Senior Unity development by the week, for studios and product teams that need an extra pair of hands on gameplay, tools or porting. Deadlines don't wait for hiring rounds — plug in a team that works inside your repo, your pipeline, your process.

  • Gameplay, tooling and pipeline work inside your repo
  • Co-development and production overflow — no ramp-up
  • Rapid prototypes and vertical slices with real deadlines
  • Platform porting and build-pipeline cleanup
  • Senior only — no juniors billed as seniors

Also available as production oversight, which is what we do for an edtech studio's entire catalog.

Booked in weekly blocks Rate on request
Check availability →
04 For mobile & web games ready for a second life on PC

Steam porting & publishing

Your game already works. We make it work on Steam — and sell there. One team handles the whole trip: builds, store page, Steamworks, launch.

  • Windows builds + Steam Deck compatibility
  • Steamworks integration — achievements, cloud saves
  • A store page built to convert: capsules, copy, tags, trailer
  • Next Fest & launch prep: demo build, wishlist plan, timing

We have run this trip on our own catalog six times. The checklist is not theoretical.

Fixed-scope packages Request a quote
Get a porting quote →
What we actually ship

Our own games, live right now.

Every one of these went through the same pipeline your project would. Both are on Steam today.

Proof of delivery

The same pipeline you're buying.

Our own titles, framed as delivery outcomes — scope, timeline, platforms, result.

Watermelon Suika Game key art
From our catalog

Watermelon Suika Game

Shipped while the trend was still hot.

Scope
Full Steam release of our take on the viral fruit-merge puzzle — port, Steamworks, store page, launch.
Timeline
Concept → Steam release in 10 weeks
Platforms
PC · Steam
Result
Live and selling on Steam since Feb 2024. Speed is the product here — trends don't wait, and neither did we.
Keep Watering key art
From our catalog

Keep Watering

The full pipeline, one team.

Scope
Concept to launch: game, trailer, demo, achievements, cloud saves, store page, Next Fest.
Timeline
6 months
Platforms
PC · Steam Deck
Result
Our newest release — 3k wishlists. Every deliverable on the porting package list, exercised on our own game first.
Soccer Penalty Kicks screenshot
From our catalog

Soccer Penalty Kicks

Built to last.

Scope
Original mobile title, developed and operated in-house across 12 years of updates.
Timeline
Live since April 2013
Platforms
Android · iOS
Result
1M+ downloads and still earning. Proof we know the mobile side of a mobile-to-Steam port — because we live there.
Why us

Why a small studio is the right call.

Big enough to ship on a date. Small enough that you talk to the people building it.

We ship.

Fourteen years, 20+ released titles, 1.5M+ downloads across mobile and PC. Shipping is the hard part, and it is the part we have done over and over.

Brands already came through us.

Campaign and app work delivered for the brands below, through the agencies that owned the account. For Shoelace Learning, we oversaw the studio's entire edtech game catalog.

China in Box Harley-Davidson BRF / Sadia Dinomundi Gendai Shoelace Learning

Our dates hold.

We keep a hard cap of two games in development and we do not crunch. Client work is scheduled around our game milestones, never over them, which is exactly why a date from us means something.

Process

How it goes.

Four steps, one named contact each side, no surprises on the invoice.

01

You send the brief.

A paragraph is enough to start.

02

We scope it in 48 hours.

You get a fixed price, a deliverables list and a timeline with buffer in it.

03

We build, you see it weekly.

One named contact each side, a build or a progress note every week.

04

You get the game.

Source project, store-ready build, or both. 50% upfront, 50% on delivery.

FAQ

Questions we get asked.

The things that come up in the first email, answered before you have to ask them.

What kinds of games do you build for clients?

Four shapes: branded games and advergames for campaigns and activations; white-label small games, reskins and prototypes shipped under your name; senior Unity development and co-development inside your existing project; and Steam porting and publishing for games that already work on mobile or web.

If your brief doesn't fit one of those cleanly, describe the problem and we'll tell you which shape it is.

How much does a branded game or a Steam port cost?

Everything is quoted per scope — we don't publish rate cards, because a two-week advergame and a full Steam release aren't the same product. Send a brief and you get a fixed price, a deliverables list and a timeline within 48 hours.

Payment is 50% upfront and 50% on delivery. No retainers.

How long does a project take?

A branded game or advergame is typically 2 to 6 weeks. White-label production runs 3 to 8 weeks depending on scope. Steam porting is sold as fixed-scope packages, and Unity development is booked in weekly blocks.

Every timeline we quote already has buffer in it, which is why our dates hold.

Do you work with clients outside Brazil?

Yes. We work remotely with agencies, publishers and studios in the United States, Europe and Brazil, in English or Portuguese.

São Paulo is UTC−3: a full overlapping working day with North America and a wide morning overlap with Europe. Closer than most offshore options, at a nearshore rate.

Can you port my mobile or web game to Steam?

That's one of our four core offerings. It covers Windows builds and Steam Deck compatibility, Steamworks integration for achievements and cloud saves, a store page built to convert, and launch prep — demo build, wishlist plan, Next Fest timing.

We've run the same trip on our own catalog six times. See what's in the package →

Who owns the game and the source code?

You do. The source project is handed over — no black boxes, and no lock-in beyond Unity itself.

On white-label work you own the product, the store listing and the player relationship, and our name appears nowhere on it.

What engine do you build in?

Unity, for everything from web-playable advergames to full Steam releases.

Fourteen years and 20+ shipped titles are all Unity builds, so co-development means senior people dropping straight into your repo and your pipeline with no ramp-up.

Do you take work in Portuguese?

Of course — we're a Brazilian studio. Briefs, calls, documentation and delivery all work in Portuguese or English, whichever your team runs on.

Esta página em português →

Get started

Got a brief?

Send it over. If it is a fit, you get scope and price within 48 hours. If it is not, we will tell you that too, and point you at someone better suited.