Six disciplines.One senior team.

Multiplayer and netcode
From two-player co-op to shared worlds that hold thousands, with netcode that feels local.
We design the architecture before the first packet is sent: who is authoritative, what is predicted, what is interpolated, and how the game stays fair when latency spikes. Then we build it, load-test it and keep it running.
What we deliver
- Server-authoritative architecture
- Client prediction and reconciliation
- Lag compensation for hits and projectiles
- Matchmaking, lobbies and on-demand servers
- Dedicated server builds and orchestration
- Steam networking and lobbies
Tools we use
- FishNet
- Steamworks
- Facepunch.Steamworks
- Dedicated Linux servers
- AWS
Proof
Unity engineering
Gameplay systems, editor tools and performance work from a team that sells its Unity code to other developers.
Our engineers ship Unity code that other developers buy and install from the Asset Store, so it has to be clean, documented and fast. We bring that standard to your project: systems that scale, tools your designers enjoy, and frame times you can defend.
What we deliver
- Gameplay and core systems
- Editor tools and UI Toolkit interfaces
- Save systems, inventories and character controllers
- Profiling and optimization on PC and mobile
- Procedural generation pipelines
- Code audits and architecture reviews
Tools we use
- Unity 6
- C#
- UI Toolkit
- URP and HDRP
- DOTS and Burst
- Unity Test Framework
Proof
Game DevOps and platforms
Every commit builds, tests and ships itself to Steam, the App Store and Google Play.
Automation is the first thing we set up, not the last. Clients see daily builds from week one, store releases stop being events, and crashes arrive with symbols, context and a person assigned.
What we deliver
- CI/CD for Windows, Linux servers, iOS and Android
- Automated releases to Steam, App Store and Google Play
- Steamworks: achievements, leaderboards, lobbies, Workshop, Cloud
- Crash reporting and telemetry
- Infrastructure as code for game backends
- Build size and load time budgets
Tools we use
- GitHub Actions
- Jenkins
- Steamworks
- AWS
- Terraform
- Tombstack
Proof
AI tooling and MCP
We connect AI assistants to the tools your team already uses, starting with the engine.
We built Unity MCP, the open-source bridge that lets Claude, Cursor and other assistants drive the Unity Editor through more than 330 tools. We build the same kind of bridge for your engine, pipeline and internal tools, with the guardrails a production team needs.
What we deliver
- Custom MCP servers for engines, DCC tools and internal services
- AI-assisted content and level pipelines
- Agent workflows with review gates and audit logs
- Team training and rollout
Tools we use
- Model Context Protocol
- Claude
- Cursor
- Node.js
- Python
- C#
Proof
3D art and asset production
Stylized props, weapons, characters and creatures, built to a shared scale and budget.
Our art team publishes stylized asset packs that drop into the three Unity render pipelines with LODs and icons included. For clients we produce the same quality inside your art direction, with technical art that keeps it fast.
What we deliver
- Stylized props, weapons and environment kits
- Characters and creatures with animation
- Tiered and modular asset sets
- LODs, texture budgets and pipeline setup
- Inventory icons and marketing renders
Tools we use
- Blender
- Substance 3D Painter
- Substance 3D Designer
- Unity
- Built-in, URP and HDRP
Proof
Launch and live operations
Playtests, store pages, moderation and a content cadence that keeps players coming back.
We run our own games in production, so we know what launch week looks like from the inside. We help you plan playtests, set up the tooling that keeps a community healthy, and ship updates on a rhythm players can trust.
What we deliver
- Playtest planning and feedback loops
- Steam store pages and announcements
- In-game moderation and reporting
- Seasonal content and live updates
- Community tooling for Discord
Tools we use
- Steamworks
- Discord
- Analytics and crash reporting
Proof
Ways to work with us
Embedded senior team
Our engineers and artists join your production, work in your tools and rituals, and leave the knowledge behind.
Full production
We take a game, a feature or a platform from architecture to launch with a fixed scope and visible milestones.
Audit and rescue
A focused review of netcode, performance or pipeline, with a written plan and the hands to execute it.
How a project runs
- 1
Architecture first
We start with your requirements and design the technical architecture that will carry them, before writing gameplay code.
- 2
Automation from day one
Build, test and deployment pipelines go in during the first week, so every change is playable and nothing ships by hand.
- 3
Development in the open
Our daily commits are visible to you. Track progress and give feedback while the work is happening, not after.
- 4
Fast, senior delivery
A small senior team moves quickly without trading away quality or attention to detail.
- 5
Test and refine
We test and polish until the work meets our standard and yours.
Questions
What can you take on?
Multiplayer and netcode, Unity engineering, game DevOps and platform integration, AI tooling and MCP servers, 3D art production, and launch and live operations. We can join one part of your production or carry a whole game.
Do you work with indie developers?
Yes. We have flexible engagement models for different budgets and scopes, from a short audit to a full production.
Which platforms do you ship on?
PC and Steam, iOS and Android, and the web, including WebGL and Telegram mini apps. Ask us about other targets.
How long does a project take?
It depends on scope. A small mobile game can take three to six months; larger games take one to two years or more. Kickdom reached both mobile stores in under twelve weeks.
Do you support games after launch?
Yes: updates, fixes, live operations and the infrastructure that keeps a game running.
How do we start?
Send us a message through the contact form. We set up a first call to understand the project and how we can help.
Got a game to ship?
Tell us where the project stands and what is in the way, and we will tell you how we can help.
