Full-Cycle Development
From first playable to store release — we design, build, and ship complete games in Unity, handling code, content, and certification.
What we do
Four ways we help — as a full production partner or a specialist strike team inside yours, from our game studio in Islamabad, Pakistan.
From first playable to store release — we design, build, and ship complete games in Unity, handling code, content, and certification.
Mechanics that feel good in the hand: core loops, level design, difficulty curves, and economies tuned around real playtests.
A consistent visual identity for your game — 2D/3D assets, characters, VFX, and game UI that reads clearly at 60 fps.
Life after launch: content updates, analytics, monetisation tuning, and ports that make your game feel native on every platform.
How a project runs
We dig into the idea: the fantasy, the audience, the platform, the budget. One week, one page, total clarity.
A rough playable in weeks, not months. We find the fun first — before a single polished asset exists.
Weekly builds you can actually play. Art, code, and design move together, and scope is managed out loud.
Store pages, certification, release builds and the day-one patch.
Post-launch content, events, analytics, and tuning — the part where good games become lasting ones.
Case study · our own game
Layerfall is our co-op dungeon extraction game. We run it through the same pipeline we use on client work, so it shows how a project with us goes.
One rule to build a whole game on: anything you carry out is yours, anything you drop down there stays down there. It had to work for up to four players from day one, not as a mode added later.
We grey-boxed the descent first and tuned one decision before any art existed: push to the next layer or turn back. Then we built the low-poly, lantern-lit look so that light is information, and four players, loot and enemies stay readable in one dark room.
Layerfall is in development for PC, with builds and updates published on itch.io. Loot left behind on a failed run stays in the dungeon for the next crew, so a bad run becomes a reason to go back.
The order of work: a brief that fits in one sentence, a grey-box prototype that proves the loop, then art and content built on what proved fun. It is the pipeline above, on a real project.
Read the design notes in the Layerfall devlog, or see how the first step works in how we prototype. Builds are on itch.io.
Work models
$750 – $2.5k fixed price
One mechanic, grey-boxed and playable. You get a build in your hands and a clear keep / twist / kill call before committing to production.
From $2.5k quoted per milestone
We own the game end to end — design, code, art, launch — quoted per milestone after a one-week discovery, so the number never surprises you.
From $10 / hour billed monthly
A dedicated Leekon crew slots into your team as a feature, porting, or LiveOps squad — working in your repo, your tools, your sprint rhythm.
Pricing
| What you need | Our price | Timeline | How we work |
|---|---|---|---|
| Playable prototypeOne mechanic, grey-box art | $750 – $2.5k | 2 – 4 weeks | Fixed-price prototype |
| Hyper-casual gameOne-tap runners, stackers | $2.5k – $8k | 1 – 3 months | Full production |
| Casual gamePuzzle, merge, idle, light match-3 | $8k – $30k | 3 – 8 months | Full production |
| Mid-core gameStrategy, RPG, PvP, co-op | From $30k | 9 – 18 months | Full production |
| Extra hands on your gameFeatures, ports, LiveOps | From $10 / hour | Month to month | Co-development |
Prices are in US dollars and are ranges, not quotes. They sit well below the usual industry ranges because we are a small studio in Islamabad with low overheads. Scope moves the number more than anything else: levels, online features and art style. Tell us about your game and we reply within two working days with a budget band for it.
Questions
It depends on scope, but we work in clear bands. A playable prototype is a fixed price, usually $750 to $2,500 for two to four weeks. Full productions start around $2,500 for a small hyper-casual game and are quoted per milestone after a discovery week. Co-development is billed monthly from $10 an hour. You will always know the number before we write a line of code.
Two to four weeks for most concepts. We grey-box the core mechanic first and put a build in your hands — if the loop isn’t fun, you find out for the price of a month, not a year.
Unity and C#, targeting Android, iOS, PC, and WebGL. We build our own titles in the same stack, so your project benefits from tooling we already use daily.
Yes — co-development is a core service. We slot in as a feature team, a porting team, or the crew that carries a build through certification and launch.
Of course. Send yours or use our standard mutual NDA — signed before you tell us a single word about the idea.
Next step
Most projects start with a short call. Describe the game — we'll suggest the shape of the work and a realistic budget band. For ballpark numbers first, read how much a mobile game costs to make.
Book a call →