Game Development

Games that ship, monetize, and keep players coming back.

Unity and Unreal teams who have shipped real titles — from $399 prototypes to live-ops multiplayer with matchmaking, IAP, and ASO baked in.

Real-Time SyncMatchmaking + RoomsReconnect LogicCross-Device

We build games end-to-end across Unity and Unreal — mobile, browser, PC, console, and real-time multiplayer. Pick the engine that fits your title; we'll handle the engine, the backend, the store, and the live ops.

Both engines, fluently

Unity for mobile, browser, and indie PC; Unreal for high-fidelity PC and console — no engine bias.

Backend included

Matchmaking, rooms, reconnect, leaderboards, and live-ops dashboards — not a one-off afterthought.

Monetization that ships

IAP, ad mediation, soft-launch tuning, and ASO wired up before day one on the stores.

Unity — mobile, browser, PC, console

Unity is the fastest path from idea to playable build, and the right call for almost every casual mobile, hyper-casual, mid-core, and indie PC title. The asset store, Addressables, Cinemachine, and a deep C# ecosystem let us cut weeks off prototyping without trading away production quality. We've shipped Unity titles end-to-end — Straza, our 9-month Unity card game, runs on a custom matchmaking backend with daily rewards, in-game economy, VFX, and leaderboards. We deploy to iOS and Android stores, WebGL, Steam, and Switch/PS/Xbox through certified porting partners.

Mobile (iOS + Android)

Single Unity codebase to App Store and Google Play, with StoreKit 2, Play Billing, push, and analytics wired in.

WebGL / browser

Compressed WebGL builds for Crazy Games, Poki, itch.io, and embedded portal play with instant-load tuning.

PC + macOS

Steam-ready builds with Steamworks SDK, achievements, cloud saves, and signed/notarized macOS distribution.

Console

Switch, PlayStation, and Xbox via certification partners — input mapping, TRC/TCR pass, and store submission.

VR / AR (Meta Quest)

Quest 2/3 native builds with XR Interaction Toolkit, hand tracking, and Quest Store submission.

Unreal — high-fidelity PC, console, AAA-style projects

When the brief is photoreal lighting, cinematic cutscenes, dense environments, or AAA-style combat, Unreal is the right tool. Nanite, Lumen, Niagara, and MetaHumans let small teams ship visuals that used to require a studio of fifty. We build in Unreal 5 with Blueprints and C++ together — designers iterate on Blueprints while engineers extend the engine where it matters. Best fit for PC and console first, with optional mobile fallback through scalability settings.

AAA visuals

Nanite virtualized geometry, Lumen global illumination, and Niagara VFX for cinematic-quality scenes.

PC + console first

Built for Steam, Epic Games Store, PS5, and Xbox Series — high-end first, scaled down as needed.

Blueprints + C++

Designer-friendly Blueprint scripting on top of a custom C++ engine layer for performance-critical systems.

MetaHumans

Photoreal character pipelines with MetaHuman Creator, LiveLink facial capture, and Control Rig animation.

Multiplayer (EOS)

Epic Online Services for matchmaking, lobbies, voice, and cross-play across PC and console.

Mobile games — casual, hyper-casual, mid-core

Mobile is won on retention, CPI, and LTV — not on art alone. We treat soft launch as a measurement exercise: instrument the funnel, ship live-ops events on day one, and let A/B tests pick the winning meta, store icon, and IAP pack pricing. We wire up IAP via StoreKit 2 and Google Play Billing, ad mediation through AppLovin MAX, Unity LevelPlay, or AdMob, and remote-configurable economy parameters so you don't ship a binary every time you tune the difficulty curve. ASO and UA campaign setup are part of the package.

In-app purchases

StoreKit 2 (iOS) and Google Play Billing v6 with server-side receipt validation and refund handling.

Ad mediation

AppLovin MAX, Unity LevelPlay, or AdMob with rewarded video, interstitials, and waterfall tuning.

Live ops

Daily rewards, seasonal events, A/B tests, and remote config — all editable without a store update.

Soft launch + LiveOps tuning

Geo-limited soft launch in CA/PH/SE, retention and ARPDAU benchmarking, meta-tuning before global.

App Store Optimization (ASO)

Keyword research, store listing copy, screenshot/video tests, and localized metadata for top-10 markets.

Cross-promotion + UA

UA campaign setup on Meta, TikTok, and AppLovin with SKAdNetwork and Google Install Referrer wired in.

Backends, multiplayer, matchmaking

Real-time multiplayer lives or dies on the backend. We build authoritative game servers in Node.js with WebSockets (or Unity Netcode / Mirror / Photon Fusion when the engine prefers it), with skill-based matchmaking, region-aware lobbies, and reconnect that survives subway tunnels and airline Wi-Fi. For live-ops infrastructure, we deploy on AWS or GCP with horizontal autoscaling, Redis for room state, and dashboards for CCU, match length, and economy KPIs. Anti-cheat hooks (server-authoritative validation, rate limits, replay logging) ship by default — not as a post-launch panic.

Real-time multiplayer

WebSockets and dedicated game servers in Node.js, Go, or C# — server-authoritative by default.

Matchmaking + lobbies

Skill-based matchmaking, region routing, private rooms, party invites, and queue health metrics.

Reconnect handling

State checkpoints, grace timers, and rejoin tokens so a dropped 5G connection doesn't end the match.

Anti-cheat hooks

Server-side validation, rate limiting, action replay logging, and integration points for EAC or BattlEye.

Global leaderboards

Seasonal, friends-only, and global boards with anti-abuse, tie-breakers, and reward distribution.

Live ops dashboards

CCU, DAU, ARPDAU, retention cohorts, match length, and economy sinks/sources — all in one Grafana view.

Portfolio

Recent games

Two recent shipped games — one mobile-first Unity card game with full live ops, one cross-device real-time multiplayer party game. Both designed and built end-to-end by the NeptoLab team.

Straza
Straza logo

Straza

Unity multiplayer card game shipped from concept to live — turn-based combat, VFX, in-game economy, daily rewards, leaderboards, and a custom matchmaking and analytics backend.

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SpySocial
SpySocial logo

SpySocial

Real-time multiplayer party game built end-to-end on Node.js + WebSockets — private rooms, voting systems, reconnect handling, and a responsive UI that runs cross-device in the same lobby.

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Yours could be the next game on this row.

Prototype, mobile launch, browser game, or multiplayer backend — send the brief and you'll have a plan and a fixed quote inside 24 hours.

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FAQ

Common questions

Unity or Unreal — which should we pick?
Unity for casual or mid-core mobile, hyper-casual, browser, indie PC, and most multiplayer. Unreal for high-fidelity PC and console, cinematic visuals, photoreal characters, or AAA-style combat. We're equally fluent in both and will give you a straight answer based on the title, not the engine we'd rather use.
Can you handle console submission and certification?
Yes. We build to Switch, PlayStation, and Xbox standards (input mapping, TRC/TCR compliance, save states, suspend/resume) and work with certified porting partners for the final submission and lotcheck pass.
Do you build the backend too, or just the client?
Both. Most game studios we work with want one team for the whole stack — client, backend, matchmaking, live-ops dashboards, store integration. We can also slot in as backend-only if you already have a client team.
What does the $399 prototype actually get me?
Five days, one core mechanic, a playable build you can share with investors, publishers, or test users, and a clear answer to whether the fun is there. It's the cheapest, fastest way to de-risk a game idea before committing real budget.
Can you help with live ops after launch?
Yes — daily rewards, seasonal events, A/B tests, remote config tuning, balance changes, and ad/IAP performance monitoring. We offer a monthly live-ops retainer for games already in market.
Ready when you are

Have a game idea? Start with a prototype.

Five days, $399, one playable build. We'll tell you straight whether the fun is there — and what it'd take to ship the full game.