Not because we're cagey — because a number without your scope attached is meaningless. A 2D casual game and a 3D mid-core title differ by an order of magnitude. So does a QA smoke pass versus full console certification support.
What we do instead: three clear engagement models, an honest explanation of what drives cost, and a real number once we've seen your scope.








Most clients start with one and move to another as the work settles. Switching is normal, not a renegotiation.
Defined scope, defined cost. You know the total before we start, and it doesn't move unless the scope does.
Monthly dedicated developers, artists or QA engineers, fully integrated into your sprints. Scale up or down as you need.
Pay for what you use. Best when requirements are still moving and locking scope early would cost you more than it saves.
If you want to estimate before talking to us, these are the levers. They matter far more than the hourly rate.
On games this is usually the single biggest line — and the most underestimated. Fifty unique items with multiple states is a different project from ten.
Each additional platform adds build, test and certification work. Two platforms is not twice one, but it's nowhere near the same either.
Porting or extending something built is usually far cheaper than building new. Inheriting a badly-built codebase sometimes isn't — we'll review and tell you honestly.
A locked scope prices lowest. Genuinely moving requirements are better on T&M — fixed-price with a moving scope just means everyone argues later.
Compressing a schedule means more people in parallel, which costs more than the same work done sequentially. Sometimes worth it, often not.
Multi-language support, console certification and store policy work are real line items that teams routinely forget to budget for.
You shouldn't have to take our word for the quality. Every one of these is genuinely free and yours to keep, whether or not you hire us.
It's also the fastest way for both sides to find out whether we're useful to you.
Because a published rate tells you almost nothing about what your project costs. The scope drives the number, not the rate. Two studios quoting the same hourly rate can differ 3× on the same brief.
Usually within two working days of us understanding the scope. Larger projects may need a short call first.
For dedicated team work, one month. For fixed-scope projects it depends on the work — small QA passes and audits can be genuinely small.
We'll tell you, and usually propose a smaller first phase that still delivers something real. We'd rather scope down than pad an estimate and disappoint you later.
You do — code, art and IP, written into the contract before work starts.
Milestone-based for fixed scope, monthly in advance for dedicated teams, monthly in arrears for T&M. Agreed in writing before anything begins.
We'll come back with a real number and a timeline — or tell you honestly if we're not the right fit.