Wonderfulshop

Services

From one mechanic
to a staged rollout.

Every project runs through the same five phases, and every phase ends with something you can hold — a build, a slice, a listing. No deliverable is ever a slide deck.

01

Game development

Unity builds from prototype to store listing. We start with the one mechanic the game is actually about and do not add a second until the first one feels right.

  • Playable prototype in two to three weeks
  • Vertical slice with final-quality art and audio
  • Full production, QA on a real device matrix, and release build
02

Android applications

Native Android in Kotlin and Jetpack Compose when a project needs platform depth — background work, widgets, offline sync, Play Billing.

  • Kotlin + Compose, Material 3, dark theme from day one
  • Offline-first data layer with conflict resolution
  • Play Billing, subscriptions, and server-side receipt checks
03

Art & animation

Key art, in-game assets, icon sets and store screenshots produced in-house, so the thing players see in the listing is the thing they get.

  • Art direction and a written style guide you keep
  • Sprite, UI and VFX production against a memory budget
  • Store icon, feature graphic and screenshot sets per locale
04

Google Play release

Closed testing through to production rollout: policy review, data safety, signing, staged rollout and the store listing experiments that follow.

  • Policy and data-safety review before the first upload
  • Internal, closed and open testing tracks set up properly
  • Staged rollout with crash gates and listing A/B tests
05

LiveOps & economy

Events, seasons and pricing run off your own numbers. We instrument the funnel first and change one thing at a time after that.

  • Analytics and funnel instrumentation you own
  • Event and season cadence with content pipelines
  • Economy and pricing tests read against cohort retention
06

Post-launch support

Retainers for the long tail: SDK and target-API updates, crash triage, store policy changes, and the quiet work that keeps a listing healthy.

  • Target API level and SDK upgrades ahead of deadlines
  • Crash and ANR triage with a monthly written report
  • Store policy monitoring and listing maintenance

Engagements

Three ways to work
with the studio.

Figures are starting points for a full-time team of two to four people. Exact scope comes out of the first call, and the prototype sprint is credited against a larger project if we carry on.

Prototype sprint

One mechanic, on your phone, with an honest written verdict at the end.

from €9,400

3 weeks

  • Competitive teardown
  • Playable Android build
  • Go / no-go recommendation
Most projects

Ship it

Prototype through production to a staged Google Play rollout, art and audio included.

from €48,000

4–7 months

  • Everything in the prototype sprint
  • Vertical slice and full production
  • Store listing, policy review and staged rollout
  • First month of LiveOps

LiveOps retainer

For a title already live: events, updates, crash triage and the compliance treadmill.

from €3,200 / month

Rolling, 3-month minimum

  • Event and season cadence
  • Target API and SDK upkeep
  • Monthly written performance report

Phases

What each week looks like.

  1. 01

    Teardown

    Week 1

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

  2. 02

    Prototype

    Weeks 2–4

    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. 03

    Vertical slice

    Weeks 5–10

    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. 04

    Production

    Weeks 11+

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

  5. 05

    Rollout

    Launch

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

Questions

The five we
always get.

Google Play is where we are strongest and where our release process is sharpest. Unity builds for iOS too, so most of our game projects can ship to both — we just will not pretend the App Store review process is our specialty.

You do, from the first commit. Contracts assign all IP on final payment, and you get the repository, art sources, and the analytics and Play Console accounts in your own name.

Yes, if you want the faster route to a listing — we have shipped eleven titles under ours. Most clients eventually move the listing to their own account, and we do that transfer for you.

A sentence describing the core mechanic and a sense of budget range. That is genuinely enough for a first call. Reference titles help; a full design document is not required and we will probably argue with it anyway.

Instrumentation first, then one change at a time read against cohort retention. We build rewarded video, one-time purchases and cosmetic economies. We do not build paywalled timers.

Still cheaper than
building the wrong game.

Start with a three-week prototype sprint. Worst case you get an honest no, a playable build, and a teardown of the market you were about to enter.