Dice game build
An original dice title taken from loose idea to a build that is ready to submit.
- Core loop and dice physics
- Art and UI pass
- Offline opponent for solo play
- Store submission pack
Remote studio, working with teams across time zones
We build dice and tabletop games into mobile apps people keep on their phone after the first week.
Where the rolls get built, broken and rebuilt.
Weight, bounce, settle time and sound tuned against filmed reference rolls. The randomness is seeded and logged, so a strange streak can be checked instead of argued about.
Turn state lives on the server, not the handset. A player who drops in a tunnel comes back into the same turn instead of losing the match.
We read the printed rules with you, list the edge cases nobody writes down, and agree what the app does before a line of it is built.
House rules, seasonal boards and scoring variants ship through config, so a new mode is not a new release every time.
Android and iOS builds from the same project, with the store listing assets, age rating answers and submission pack prepared with you.
Match length, bot difficulty and matchmaking get tuned from real session data once players are in the rooms.
Pick the one closest to where your game is now — most projects start as one of these and grow.
An original dice title taken from loose idea to a build that is ready to submit.
Real-time rooms bolted onto a game you already have, or built with a new one.
A board or dice game that exists on a table, rebuilt for a phone screen.
New things to play in a game that is already live and needs a reason to come back.
Scope, timeline and cost are quoted per project after a first call. Nothing here is priced off a page.
We handed over a 40-page rulebook and a date. They argued about three rules, won two of them, and the finished app plays like the table version.
Our old rooms dropped players on the metro. After the rebuild people come back into the same turn, and the complaints about it stopped.
Straight answers about what would not fit in the first release. We cut two modes and shipped them later through config, exactly as described.
Yours. We come in on your game — an idea, a tabletop title, or something already live that needs rooms and modes.
You do. Ownership and handover are written into the contract before anyone starts building, and you get the repository and source files at the end.
Most of it can. The work is deciding what the phone does for the player — shuffling, scoring, legal-move hints — and what has to stay a decision they make. We go through that with you rule by rule.
Rolls are generated server-side in multiplayer, seeded and logged. If a player reports an impossible streak, the sequence can be replayed and checked rather than guessed at.
We can stay on for balancing, new variants and store updates, or hand everything over with documentation so your team runs it. Both are normal; say which you want early.
A couple of lines is enough to start — what it is, and where it is now.
Thanks — someone from the studio will get in touch shortly.
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