Hex Kingdoms
Expand across a compact hex map, gather resources, capture towns and outmaneuver AI kingdoms.
Theme Park Manager
Build rides, food stalls and pathways while balancing guest happiness, queues and capacity.
Mini Royale
Sixteen toy fighters drop onto a tiny island, grab simple gear and survive as the safe zone rapidly contracts.
The three games above show the range we build: a turn-based hex strategy game with AI kingdoms, a theme park tycoon with crowd simulation and a 3D battle royale against bots. All of them, like the rest of our HTML5 games with source code, were designed, built and tested by us on one shared platform. This page covers what we build, how we check it, the exclusive games you can request today and the services we're planning.
What our HTML5 game studio builds
| Area | What we use and ship |
|---|---|
| Catalog | 50 original single-player games across puzzle, merge, racing, action, strategy, simulation and sports |
| 2D | 41 games on Phaser 4.2.1 |
| 3D | 9 games on Three.js 0.186.1 (r186); Drift District also uses the Rapier physics engine |
| Code | TypeScript, built with Vite and pnpm |
| Tests | Vitest unit tests and Playwright end-to-end tests |
| Input | Touch, mouse, keyboard and gamepad in every game |
| Screens | Portrait, landscape or both; 300–750 KB initial download |
| Languages | Most games in six, including Arabic with a right-to-left layout |
| Tuning | Costs, waves, levels and economy in JSON data files |
| Hosting | Static builds with host parameters (lang, mute, quality, daily); no backend needed |
The games share platform packages for achievements, analytics hooks, audio, the game shell, input, localization, math utilities, saves and UI. Input, saves and localization therefore work the same way across the catalog, and a buyer who learns one of our projects can find their way around the next. The page on what original means explains how we keep the games our own.
How we test before anything ships
- Clean-room check. Every source package is unpacked outside our repository and must install from its frozen lockfile, build, typecheck and pass its own tests before it goes on sale. All 50 passed in October 2026. The first 45 games alone ran 9,109 unit tests.
- Cross-browser end-to-end tests. Playwright runs the games on desktop Chromium, Firefox and WebKit, plus emulated Pixel 7 and iPhone 15 profiles.
Emulation is not a real device, and WebKit is not Safari, so we don't claim real-device testing. Anyone launching one of our games should still test it on their target phones.
Exclusive custom games: pay only if we accept your brief
An exclusive game is a small original game built only for you and never sold to anyone else. It is one of the two custom projects you can request today; the other is a whole games portal:
- Send a brief. It's free and commits you to nothing.
- We review it within 5 business days. We accept it into one of the month's slots or decline it with a reason.
- If we accept it, you pay to confirm. Nothing is charged before that.
- We build and deliver it within the delivery time stated on the request page.
We take 2 exclusive games a month, so slots are limited. The exclusive game request page shows the current price, what an exclusive game includes and how many slots are left.
Your own games portal: the platform and the games
If one game isn't enough, we also build a whole games portal for one client: the platform under your brand and the games on it, built only for you and never sold to anyone else. A portal is quoted per project. Sending a portal brief is free; we review it within 5 business days, and we agree the scope, price and timeline with you in writing before anything is charged.
What makes a good brief
- One core idea in one sentence. "Steer a paper boat down a river and collect letters without hitting the rocks" is a brief; a list of twelve features is a wish list. Exclusive games are small by design.
- Who plays and where. Phone players from social links, desktop visitors on a brand site or a portal audience all change the controls and orientation.
- Look and tone. Describe it in your own words. Don't include trademarked games, characters or other people's art.
- Languages and launch date. Say which languages you need and whether a date is fixed.
Exclusive game or roadmap suggestion?
If you don't need the game to be yours alone, suggest it on our roadmap instead. Suggestions are free, other buyers vote on them (10 votes per account), and the most-wanted ideas join the catalog for everyone. If we build your idea, you get a free game credit.
Services we're planning (not on sale yet)
These services are planned. They have no price yet and you can't order them today.
| Service | What it is for | Status |
|---|---|---|
| Setup & launch | Getting a licensed game built and live on your hosting | Planned |
| Rebrand | Your name, logo, colors and text on a licensed game | Planned |
| Portal integration | Connecting a game to your portal's platform | Planned |
| Full reskin | New art and theme on one of our games | Planned |
| Customization | Gameplay or feature changes beyond a reskin | Planned |
Until they launch, your own developer can do all of this: the Standard license allows reskinning, rebranding and monetizing, and many changes are edits to data files. Our guide to customizing an HTML5 game and the buyer quick start show where to begin. Agencies rebranding games for several clients should read white-label games for client projects.
How we work
- One platform, many games. Every game is built on the same shared packages for input, saves, audio and localization.
- Data before code. Balance and content live in JSON data files, so many tuning changes need no code edits.
- Tested, then sold. Nothing goes on sale until its package passes the clean-room check.
- Regular releases. New games ship on Tuesdays, listed on new releases, and the public roadmap shows what's planned.
Hiring an HTML5 game coder, designer, consultant or studio
If you plan to pay someone to create an HTML5 game, the right choice depends on what you already have.
| Option | Fits when | Check before you pay |
|---|---|---|
| Freelance HTML5 game coder | A small, well-defined game and time to manage the project | Playable past work, who holds the rights to the code, phone testing |
| HTML5 games designer | You have developers but need mechanics, levels and balance | Whether the design comes with a playable prototype |
| Development consultant | Your team needs an engine choice, architecture or performance review | Hands-on experience in the engine you use |
| Studio (custom build) | You want a finished, tested game without managing people | A playable portfolio, the license terms, the test process, a delivery date |
| License an existing game | A game close to what you want already exists | The demo, the package contents, the license scope |
The best HTML5 game development consultant or studio for you is the one whose claims you can check: games you can play, source code you can read and a test process they can describe. Our guide to making an HTML5 game explains the work involved if you'd rather build it in-house.
Frequently asked questions
How much does it cost to pay someone to create an HTML5 game?
It depends on scope: the number of mechanics, levels, art and platforms drives the price far more than the engine. For our exclusive games, sending a brief is free and you pay only if we accept it; the request page shows the price. Licensing one of our existing games is a one-time price per game, listed on pricing.
How long does a custom HTML5 game take?
For an exclusive game, we review your brief within 5 business days and deliver within the time stated on the request page. We take 2 exclusive games a month, so the start date depends on free slots.
Is an exclusive game sold to anyone else?
No. An exclusive game is built only for you and never sold to anyone else. The request page lists what it includes and the license it comes with, so read it before you send a brief.
Can you reskin or customize one of your existing games for me?
Not yet. Reskin, rebrand, customization, setup and portal integration services are planned but not on sale. Until then, any license lets you or your developer reskin and rebrand the game yourself.
Which engines and languages do you develop in?
Phaser 4.2.1 for 2D and Three.js 0.186.1 (r186) for 3D, written in TypeScript and built with Vite and pnpm. One racing game, Drift District, adds the Rapier physics engine.
Should I hire an HTML5 game development studio in India or closer to home?
Location changes time zones, contracts and rates, but it tells you little about quality. Judge any studio, in India or anywhere else, on playable games, readable source code, a described test process and written license terms.


