Moxace
Built to Ship. Tuned to Retain.

Game Development Services

We build games that ship and stay shipped: mobile, web, and cross-platform titles with live-ops, monetisation, and performance tuned to your audience's devices, delivered with fixed pricing and full source ownership.

15+
Years Building Software
9,000+
Projects Delivered
3,900+
Apps Published
500+
Engineers

Trusted by the brands we build for

  • Etihad
  • Heineken
  • Marvel Studios
/01
Since 2010
Building Software
/02
9,000+
Projects Delivered
/03
3,900+
Apps Published
/04
500+
Engineers

insight

What game development actually demands

Shipping a game is two products: the build and the operation. Retention, economy balance, events, and store performance decide whether a title earns, and most studio problems trace to vendors who deliver an APK and disappear. We plan live-ops, analytics, and content pipelines from the first sprint, because launch is the starting line.

Engine and platform choice follows the audience: Unity for mobile reach, web technologies for instant-play, native engines where the genre demands it. Specialised depth sits in our Unity 3D development and Unreal Engine development teams.

What our game development services cover

The full lifecycle: prototype to live operations.

service

Mobile game development

Cross-platform mobile titles with performance budgets on real low-end devices, because your audience does not own flagships.

  • ✓Unity and native builds
  • ✓Device-tier performance targets
  • ✓Battery and thermal budgets
  • ✓Store submission handling
service

Web and Instant-play games

Games that run in a browser link with no install, for channels where every install step costs most of your players.

  • ✓WebGL/HTML5 builds
  • ✓Instant-play optimisation
  • ✓Social platform delivery
  • ✓Leaderboards and sharing
service

Multiplayer and backend

Real-time services: matchmaking, state sync, and anti-cheat, load-tested before launch rather than after.

  • ✓Matchmaking services
  • ✓Real-time state sync
  • ✓Anti-cheat measures
  • ✓Load testing
service

Live-ops and content pipelines

Events, economy tuning, and remote config so the game evolves without re-submitting binaries.

  • ✓Remote configuration
  • ✓Event frameworks
  • ✓Economy dashboards
  • ✓A/B testing hooks
service

Monetisation design

IAP, ads, and subscription mechanics balanced against retention, modelled before implementation.

  • ✓IAP architecture
  • ✓Ad mediation
  • ✓Subscription flows
  • ✓LTV modelling
service

Porting and rescue

Titles brought to new platforms, or struggling projects brought back to shippable state with honest assessment first.

  • ✓Platform porting
  • ✓Codebase assessment
  • ✓Performance rescue
  • ✓Release stabilisation

What every engagement includes

Every game project ships with the following, agreed in writing before the first sprint begins.

Discovery workshop

A structured workshop maps your goals, users, and constraints into a scoped game roadmap with a fixed written quote before any sprint starts.

Named senior team

You get named, senior engineers with CVs you can review, not a rotating bench. The people in the kickoff are the people who ship.

Sprint demos every two weeks

Working builds are demoed live each cycle with CI running on every merge, so progress is visible in software, not slideware.

100% source-code ownership

All game source, configurations, designs, and documentation transfer to you on delivery with no licensing strings or vendor lock-in.

60 days of post-launch support

Engineering time is on standby for two months after go-live to triage defects, tune performance, and stabilise the release at no extra cost.

12 months of free updates

Compatibility updates, security patches, and platform upgrades ship free for a full year after handover.

What you can build with game development

Game products our team ships, each planned with live-ops from day one.

module

Mobile casual title

A polished cross-platform casual game with retention loops, monetisation balance, and live-ops events from launch.

module

Instant-play web game

A browser game for campaigns or platforms, playable from a link with social sharing and leaderboards.

module

Multiplayer arcade game

A real-time multiplayer title with matchmaking and backend services load-tested for launch.

module

Serious game or simulation

Training and education games with progress tracking and analytics for institutional buyers.

module

Live-ops refresh

An existing title re-platformed with events, economy tuning, and analytics that make updates measurable.

How a game Project Runs

Six stages, each with a sign-off gate before the next begins.

pipeline
  1. 01

    Discovery

    We map your game goals, users, and constraints in a structured workshop, ending in a fixed written quote and an architecture risk list.

    ✓ step 01 complete
  2. 02

    Solution design

    The game architecture, integrations, and delivery plan are designed and reviewed before build work starts, so scaling later is not a rewrite.

    ✓ step 02 complete
  3. 03

    Foundation sprint

    Repositories, CI, environments, and a walking skeleton are set up first. Something real runs on a staging URL before feature sprints begin.

    ✓ step 03 complete
  4. 04

    Sprint delivery

    Two-week sprints with live demos every cycle. game work is reviewed, tested, and merged continuously, so scope surprises surface early.

    ✓ step 04 complete
  5. 05

    Hardening and launch

    Performance, security, and accessibility checks run against agreed budgets, followed by a staged game launch with monitoring from hour one.

    ✓ step 05 complete
  6. 06

    Support and handover

    60 days of included support, 12 months of free updates, and documentation that lets your internal team own the system with confidence.

    ✓ step 06 complete

The stack behind our game builds

Default choices, stated with reasons.

/01

Engines

Unity as the cross-platform default, Unreal for fidelity-heavy genres, web tech for instant-play, chosen per audience and platform.

/02

Backend

Managed realtime and matchmaking services where they fit; custom services where economy logic and anti-cheat demand control.

/03

Analytics

Retention, funnel, and economy instrumentation from the first build, because tuning without telemetry is guessing expensively.

/04

Device testing

Real low-end device labs and performance budgets per tier, enforced in CI rather than discovered in reviews.

How intelligence flows through the game

What each layer reads, and what it changes.

Player analytics

Tracks funnels, churn points, and economy health for tuning.

Reads

Telemetry events, session data

Changes

Balance recommendations and dashboards

Difficulty tuning

Adjusts challenge curves against player performance.

Reads

Player performance signals

Changes

Difficulty parameters via remote config

Support assistant

Handles player questions and purchase issues at scale.

Reads

Help content, purchase records

Changes

Support tickets and refund queues

What's included, standard

The baseline on every game engagement. Not an upsell tier, just the floor.

  • Fixed written quote

    The price agreed at discovery is the price you pay, with change handled through explicit scope changes rather than silent drift.

  • Solution architecture document

    System design, data flows, and technology decisions written down so your team can audit and own the result.

  • Dedicated project manager

    One accountable point of contact with real authority over the delivery, not a message relay between time zones.

  • QA on every build

    Automated and manual testing on each game release candidate, with defects triaged before anything reaches production.

  • Security review

    A checklist-based security pass covering authentication, data handling, and dependency vulnerabilities before launch.

  • CI/CD and environments

    Pipelines, staging, and preview environments configured from week one, so releases are routine rather than dramatic.

  • Analytics and monitoring

    Instrumentation wired before launch so you can see real user behaviour and system health from day one.

  • Documentation and handover

    Code comments, runbooks, and architecture notes written for your next developer rather than for our convenience.

  • Store submission handled

    App store and platform submission, review responses, and compliance checklist managed through to release.

Case studies that speak volume

Etihad Airways

A high-traffic consumer platform our team ships and operates at national-carrier scale, the same bar every build is held to.

1M+
Monthly Users
40%
Engagement Lift

PragPlay

A consumer platform from the same engineering system, proving the infrastructure core holds under real-time load with strict uptime demands.

500K+
Players
99.9%
Uptime

Marvel Studios

A high-volume consumer experience our team ships at global-release scale, the same discipline applied to every launch.

10M+
Streams
65%
Completion
/11

Why teams pick us for game work

The differences live in engineering habits, not pitch decks.

Live-ops from sprint one

Remote config, events, and analytics are architected at the start, because post-launch operation decides whether the game earns.

Real-device performance

Budgets per device tier enforced in CI, so the title plays well on the hardware your audience owns, not the studio's test rig.

Retention before monetisation

We model monetisation against retention honestly, because extractive economies are a short-term win and a long-term churn machine.

Honest rescue assessments

For struggling projects we assess shippability in writing first, including when a rebuild beats a rescue.

Track record since 2010

9,000+ projects and 3,900+ apps across 25+ countries, with shipped titles among them.

Game development FAQs

Scope, platform count, and art complexity drive it, which is why we quote fixed after discovery. A focused casual mobile title sits at the lower end; multiplayer and fidelity-heavy genres run higher. The quoted price is the price you pay.

$ moxace launch --now

Ready to Ship a Game That Lasts?

Talk to our game team about a fixed-scope build with live-ops, performance budgets, and full source ownership.

launch.sequence3 steps
  1. 01

    Share your idea

    a quick call, no deck required

  2. 02

    See the live demo

    every screen, admin to user

  3. 03

    Launch with source

    full code, your brand, your servers

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