Web3, games & platforms

A mobile game MVP built to test the loop,
before you spend a marketing budget on it

Most mobile games fail on the core loop, not the art. We build the smallest version that tests whether players come back on day one, day three and day seven, before a studio spends real money finding out the loop was never fun.

from$6,000
Timeline6 to 12 weeks
What is includedCore loop built and playable on real devices, not just an emulatorRetention instrumentation (D1/D3/D7, session length, drop-off)Monetization hooks (ads, IAP) wired but tunable post-launchApp Store and Google Play submission handled end to endLightweight art pass sufficient for honest playtesting
D1/D3/D7retention instrumented from the first build, not added after launch
influencer-testedlaunch and growth lessons carried over from our own mobile games studio work
real devicestested on actual phones throughout, not judged from an emulator alone

What it is and who needs it

A mobile game MVP is the smallest build that answers the one question that actually predicts a game’s future: do players come back. That means a playable core loop, instrumented from day one to measure day-one, day-three and day-seven retention, with just enough art and content to playtest honestly, not a polished vertical slice that took three months and never tested the loop itself. This is for a studio or solo developer validating a new concept, or one that already shipped a game and wants the next one built lean before committing a full budget.

What is inside

The core loop, built and playable on real devices across the performance range your target audience actually owns, not just a high-end test phone. Retention instrumentation wired in from the first build: day-one, day-three and day-seven return rates, session length, and where exactly players drop off within a session, because that drop-off point usually tells you more than any survey would. Monetization hooks, ads and in-app purchases, wired but deliberately tunable after launch, since the right monetization model often only becomes clear once real player behavior comes in. App Store and Google Play submission handled end to end, including the parts teams underestimate: screenshots, age ratings, review-guideline compliance. Crash reporting and a basic live-ops config so a broken build or a bad balance change can be caught and adjusted without a full app update.

How we build it

We define the loop and the retention hypothesis before any art or content work starts, what should make a player want to come back tomorrow, and how we will know within a week of launch whether that is actually happening. The build stays intentionally lean on content and art until the loop tests well, adding content to an unproven loop is the most common way studios burn a budget before learning anything. Monetization and live-ops hooks go in early but stay simple, enough to see signal, not a fully tuned economy for a game that has not proven it has players yet. We carry lessons from our own mobile games studio and influencer-marketing work directly into this process, including what a realistic early-user cohort actually looks like once ad spend starts, not just what it looks like in a pitch deck. We also instrument a soft-launch testing plan alongside the build itself, so the first real cohort of players, even a small one, generates genuine retention data rather than anecdotal impressions from the team. Weekly builds mean you are playing the actual game, on a real device, from early in development, which tends to surface whether the core loop is fun far sooner than a written design document ever could. We keep the build’s performance profile visible throughout too, since a loop that feels fun on a high-end test device but drains battery or stutters on a mid-range phone will lose exactly the audience a casual game needs most.

Timeline and price

Tier Price What it covers
MVP from $6,000 Core flow, one platform or chain, ready to test with real users
Production from $13,000 Full feature set, handover docs, agency keeps running it with you
Full control (handover-ready) from $22,000 Same scope, built and documented for your own team to run with zero dependency on us

Timeline: 6 to 12 weeks for an MVP; production builds typically run longer depending on integrations.

What you own at the end

The full game project, under your own Apple Developer and Google Play developer accounts from day one. Backend services and analytics pipelines, in your own infrastructure. Retention and monetization data, in your own database, so a decision to scale, pivot or shut down the project is based on data you control, not a dashboard we hold the keys to.

Part of our custom development work. See related builds: telegram game stars, web3 game economy, roblox game server tooling. On the technical side: react native mobile app development, gamification and achievements. Related case study. Ready to scope yours? Get in touch and we will send back a written plan with a fixed price.

FAQ

How much does a mobile game MVP cost?

A focused single-loop prototype with retention instrumentation starts at $6,000. A fuller MVP with monetization hooks, a broader art pass and store submission handled end to end runs $13,000 to $22,000.

How long does it take?

6 to 8 weeks for a core-loop prototype ready for real playtesting. 10 to 12 weeks for a submission-ready MVP with monetization and polish.

What is the stack?

Unity or a native engine depending on the game's genre and performance needs, with backend services in Python/FastAPI or Node for leaderboards, remote config and analytics, and standard mobile analytics (or a custom pipeline) for retention tracking.

Who owns the game and the store listings?

You. The project is built under your own Apple Developer and Google Play accounts from the start, and the full source code is yours.

What support is included after launch?

30 days of crash fixes and tuning as real player data comes in, plus a handover document on the retention and monetization instrumentation. Scaling content and running a growth campaign are available as ongoing work, drawing on our own studio and influencer-marketing experience.

Start here

Tell us the problem.
We bring the system.

A 30-minute call, a written plan with numbers within 48 hours, no obligation. If we are not the right fit, we will say so and point you to someone who is.