Mobile game development
Casual, puzzle and idle games built in Unity — gameplay, UI, economy, ads and in-app purchases, ready for both stores.
Alma Arm designs, develops and runs games and apps for iOS and Android — from the first playable prototype to years of live updates.
We agree on the core loop, audience and platforms, and turn it into a short plan with milestones.
A rough but playable build within weeks, so decisions are made on real feel, not on slides.
Art, levels, economy and backend come together in two-week iterations with a build you can install every time.
We release to a few markets, watch retention and funnels, and fix what the numbers point to.
Events, content updates, store work and experiments keep the product growing after the global launch.
Casual, puzzle and idle games built in Unity — gameplay, UI, economy, ads and in-app purchases, ready for both stores.
Native and cross-platform apps with subscriptions, onboarding and clean design.
Event tracking, dashboards and A/B testing, so every update is measured against retention and revenue.
Seasonal events, content drops, store listings and SDK updates for products already on the market.
We take a game or app from idea to store release on an agreed scope and timeline.
Developers, artists and analysts join your product and work inside your process.
A monthly arrangement for updates, events, fixes and analytics on a released product.
iOS and Android. Games are built in Unity; apps are native (Swift, Kotlin) or cross-platform with Flutter, depending on the product.
Yes. We start with a code and data review, then agree on a plan for fixes, updates and new content.
We set up ads and in-app purchases, design the store and offers, and test pricing and placements against retention.
Usually a few weeks for a playable core loop. The exact timing depends on the genre and how much art is needed.
You do. Source code, assets and store accounts are transferred to the client under the contract.
Send a few lines about the idea, platforms and timeline. We reply within two working days.