Strategy & Steam PC titles.
PC titles built to keep players past launch week. Mid-core strategy and survival titles for PC and Steam, Unity-based, with Steam achievements, workshop support, and the LiveOps scaffolding to run seasons post-launch.
2D and 3D titles across mobile and PC, from hyper-casual prototypes to mid-core live games. We go past the visuals into gameplay, monetisation, and LiveOps systems engineered for retention and long-term performance.
Shipping a game is the easy part. Keeping a game alive through store updates, engine upgrades, LiveOps events, and the retention curve nobody wants to talk about is where most studios lose. We build games and the backend that runs them with that second problem in mind from day one.
Our teams have shipped mobile casual, hyper-casual, mid-core, browser-based multiplayer, and Unity and Unreal console titles. We combine technical engineering discipline with a deep understanding of core loops, progression systems, and game feel. Then we wire the SaaS basics around them (CI/CD, crash analytics, feature flags, A/B testing, LiveOps tooling) so the design team can ship events without paging engineering.
A sample of projects where this capability was load-bearing. We omit client names by default and share them under NDA when you want to dig into a specific engagement.
A web app for interactive game, built with React, Django REST Framework and Python. The core loop is tuned to be fair, readable and replayable, and the build holds a smooth frame rate on the hardware players actually own.
A web app for interactive game, built with React and Django REST Framework. The core loop is tuned to be fair, readable and replayable, and the build holds a smooth frame rate on the hardware players actually own.
We take on full co-development, dedicated pods for specific subsystems, or backend-only mandates. The shapes below map to titles we've shipped on Steam, mobile stores, and the open web.
PC titles built to keep players past launch week. Mid-core strategy and survival titles for PC and Steam, Unity-based, with Steam achievements, workshop support, and the LiveOps scaffolding to run seasons post-launch.
Mobile titles tuned for install cost and retention, not just downloads. Unity-first mobile in endless, survival, and casual simulation, with F2P monetisation, rewarded ads, and CPI testing pipelines, shipped across Android and iOS, AR-enabled where it earns the battery.
Extra senior game-dev capacity that works the way your studio does. Dedicated pods embedded with your team across gameplay programming, tools, rendering, animation, and netcode, adopting your conventions rather than imposing ours.
Multiplayer that stays fair and smooth under real load. Authoritative servers, lockstep, rollback, and matchmaking on Photon, Unity Netcode, Nakama, or bespoke servers in Go, C#, or Rust when off-the-shelf options don't fit.
Run events and economy changes without paging engineering. Player accounts, inventory, economy, events, leaderboards, and remote config, with admin tools your LiveOps team uses daily.
Reach players instantly, no install required. WebGL, PixiJS, Phaser, and Three.js builds for the open web, plus Unreal Pixel Streaming for arch-viz and metaverse experiences delivered as streamed pixels that run in any browser.
Scoping game development? Get an engineer's read on your build in 30 minutes — no sales pitch, no decks.
We ship in the engine and tooling that fits the title, the platform targets, and the team you'll operate it with, not the engine we'd personally prefer.
The same game development work ships under any of these three commercial shapes. The difference is in how you hold us accountable and how you scale up or down.
Can't find what you're looking for? Email discovery@enigmatixglobal.com and we'll reply within one working day.
Book a 30-min callBoth. Many engagements are dedicated co-dev pods for publishers and studios. Others are original titles where you own the IP and we provide engineering, art direction, and production. We're explicit about IP ownership in the contract. No ambiguity.
Most clients renew for a second engagement. The ones who don't usually hire someone from our team to run the project in-house.
Thirty minutes with an engineer who builds. No sales, no drip campaign. If we're the wrong fit we'll tell you and point you somewhere better.