Wonderfulshop

Game & app studio · Google Play

We make small
games that
people finish.

WONDERFULSHOP is a six-person studio in Tbilisi. We design, build and publish games and Android apps on Google Play — from the first prototype on your phone to the staged rollout and the months of LiveOps after it.

Unity · Kotlin · ComposeShipping since 20194.7 average rating
Holographic phone screens showing WONDERFULSHOP games floating in a neon studio space
UnityKotlin + ComposeGoogle Play releaseStore listing & ASOLiveOpsEconomy designKey art & iconsPlay BillingCrash & ANR triageUnityKotlin + ComposeGoogle Play releaseStore listing & ASOLiveOpsEconomy designKey art & iconsPlay BillingCrash & ANR triage
11
titles live on Google Play
4.6M
lifetime installs
4.7
average store rating
6 yrs
shipping Android since 2019

How a project runs

Fun on a phone before
anything gets pretty.

  1. 01Week 1

    Teardown

    We play the competition, read their reviews, and write down what your game has to be better at. One page, no deck.

  2. 02Weeks 2–4

    Prototype

    A build on your phone with the core mechanic and nothing else. If it is not fun here, more art will not save it.

  3. 03Weeks 5–10

    Vertical slice

    One level or flow at final quality — art, audio, UI, feel. This is what we show test groups and what we cost the rest of the project from.

  4. 04Weeks 11+

    Production

    Content, systems, QA on a real device matrix, and the store listing built alongside the build rather than the week before launch.

  5. 05Launch

    Rollout

    Closed testing, staged rollout with crash gates, then the first month of LiveOps while the retention curve settles.

The mechanic first

No art budget is approved until the prototype is fun on a phone. It saves months and it is the only honest test.

Dark patterns cost more than they earn

We do not ship timer-skip paywalls or fake scarcity. Two of our titles removed energy systems and retention did not move.

You own everything

Source, project files, art sources, analytics accounts and the Play listing. We hand over a repository, not a black box.

Small team, direct line

Six people. You talk to whoever is building the thing, not an account manager reading a status update.

Next intake

Tell us the one
mechanic it is about.

One sentence and a budget range is enough to start. We reply within two working days, and the first call ends with an honest answer about whether we are the right studio for it.